Fix up include headers, try to reduce dependencies
Ensure that all headers are self-sufficient instead of relying on included headers to include headers for execution.
This commit is contained in:
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6da8eff9b1
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a426461dad
@ -138,6 +138,7 @@
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<None Include="data\shaders\sprite.vert.glsl" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Dengine\Assets.h" />
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<ClInclude Include="src\include\Dengine\Debug.h" />
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<ClInclude Include="src\include\Dengine\Platform.h" />
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<ClInclude Include="src\include\Dengine\AssetManager.h" />
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@ -89,5 +89,8 @@
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<ClInclude Include="src\include\Dengine\Debug.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\Dengine\Assets.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -1,5 +1,5 @@
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#include "Dengine/Platform.h"
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#include "Dengine/Debug.h"
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#include "Dengine/Platform.h"
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DebugState GLOBAL_debugState;
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@ -1,4 +1,34 @@
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#include <Windows.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "Dengine/Platform.h"
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#include "Dengine/Debug.h"
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void platform_memoryFree(void *data, i32 numBytes)
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{
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if (data) free(data);
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#ifdef DENGINE_DEBUG
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GLOBAL_debugState.totalMemoryAllocated -= numBytes;
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#endif
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}
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void *platform_memoryAlloc(i32 numBytes)
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{
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void *result = calloc(1, numBytes);
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#ifdef DENGINE_DEBUG
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if (result)
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GLOBAL_debugState.totalMemoryAllocated += numBytes;
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#endif
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return result;
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}
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void platform_closeFileRead(PlatformFileRead *file)
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{
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PLATFORM_MEM_FREE(file->buffer, file->size);
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}
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i32 platform_readFileToBuffer(const char *const filePath,
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PlatformFileRead *file)
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@ -1,10 +1,32 @@
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#include "Dengine/Platform.h"
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#include "Dengine/OpenGL.h"
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#include "Dengine/Renderer.h"
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#include "Dengine/Debug.h"
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#include "Dengine/OpenGL.h"
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#include "Dengine/Platform.h"
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#define RENDER_BOUNDING_BOX FALSE
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typedef struct RenderQuad
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{
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v4 vertex[4];
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} RenderQuad;
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INTERNAL inline void flipTexCoord(v4 *texCoords, b32 flipX, b32 flipY)
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{
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if (flipX)
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{
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v4 tmp = *texCoords;
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texCoords->x = tmp.z;
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texCoords->z = tmp.x;
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}
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if (flipY)
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{
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v4 tmp = *texCoords;
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texCoords->y = tmp.w;
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texCoords->w = tmp.y;
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}
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}
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INTERNAL void updateBufferObject(Renderer *const renderer,
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RenderQuad *const quads, const i32 numQuads)
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{
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@ -174,7 +196,7 @@ void renderer_string(Renderer *const renderer, v4 cameraBounds,
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/* Get texture out */
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v4 charTexRect = font->atlas->texRect[relativeIndex];
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renderer_flipTexCoord(&charTexRect, FALSE, TRUE);
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flipTexCoord(&charTexRect, FALSE, TRUE);
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RenderTex renderTex = {font->tex, charTexRect};
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RenderQuad charQuad =
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@ -220,7 +242,7 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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if (entity->direction == direction_east)
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{
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// NOTE(doyle): Flip the x coordinates to flip the tex
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renderer_flipTexCoord(&texRect, TRUE, FALSE);
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flipTexCoord(&texRect, TRUE, FALSE);
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}
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RenderTex renderTex = {entity->tex, texRect};
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RenderQuad entityQuad =
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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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@ -1,11 +1,14 @@
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#include "Dengine/Platform.h"
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#include "Dengine/AssetManager.h"
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#include "Dengine/Debug.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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#include "Dengine/Debug.h"
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#include "Dengine/Platform.h"
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enum State
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{
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state_active,
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state_menu,
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state_win,
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};
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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enum Direction direction, Texture *tex, b32 collides)
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@ -1,8 +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/Common.h"
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#include "Dengine/Debug.h"
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#include "Dengine/Math.h"
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#include "Dengine/OpenGL.h"
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#include "WorldTraveller/WorldTraveller.h"
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@ -136,8 +137,8 @@ int main()
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f32 framesPerSecond = 1.0f / secondsElapsed;
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char textBuffer[256];
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snprintf(textBuffer, ARRAY_COUNT(textBuffer), "Dengine | %f ms/f | %f fps", msPerFrame,
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framesPerSecond);
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snprintf(textBuffer, ARRAY_COUNT(textBuffer),
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"Dengine | %f ms/f | %f fps", msPerFrame, framesPerSecond);
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glfwSetWindowTitle(window, textBuffer);
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titleUpdateFrequencyInSeconds = 0.5f;
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@ -1,80 +1,12 @@
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#ifndef DENGINE_ASSET_MANAGER_H
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#define DENGINE_ASSET_MANAGER_H
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#include "Dengine/Assets.h"
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#include "Dengine/Shader.h"
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#include "Dengine/Texture.h"
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#define MAX_TEXTURE_SIZE 1024
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enum TexList
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{
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texlist_empty,
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texlist_hero,
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texlist_terrain,
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texlist_font,
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texlist_count,
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};
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enum ShaderList
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{
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shaderlist_sprite,
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shaderlist_count,
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};
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enum TerrainCoords
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{
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terraincoords_ground,
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terraincoords_count,
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};
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enum HeroCoords
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{
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herocoords_idle,
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herocoords_walkA,
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herocoords_walkB,
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herocoords_head,
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herocoords_waveA,
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herocoords_waveB,
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herocoords_count,
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};
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typedef struct TexAtlas
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{
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// TODO(doyle): String hash based lookup
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v4 texRect[128];
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} TexAtlas;
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// TODO(doyle): We only use the offset and advance metric at the moment, remove?
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typedef struct FontMetrics
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{
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i32 ascent;
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i32 descent;
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i32 lineGap;
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} FontMetrics;
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typedef struct CharMetrics
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{
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i32 advance;
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i32 leftSideBearing;
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// TODO(doyle): Utilise kerning
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i32 *kerning;
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v2i offset;
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v2i trueSize;
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} CharMetrics;
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typedef struct Font
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{
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TexAtlas *atlas;
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Texture *tex;
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FontMetrics metrics;
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CharMetrics *charMetrics;
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v2i codepointRange;
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v2i maxSize;
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} Font;
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// TODO(doyle): Switch to hash based lookup
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typedef struct AssetManager
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{
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75
src/include/Dengine/Assets.h
Normal file
75
src/include/Dengine/Assets.h
Normal file
@ -0,0 +1,75 @@
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#ifndef DENGINE_ASSETS_H
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#define DENGINE_ASSETS_H
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#include "Dengine/Math.h"
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#include "Dengine/Texture.h"
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enum TexList
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{
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texlist_empty,
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texlist_hero,
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texlist_terrain,
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texlist_font,
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texlist_count,
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};
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enum ShaderList
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{
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shaderlist_sprite,
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shaderlist_count,
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};
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enum TerrainCoords
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{
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terraincoords_ground,
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terraincoords_count,
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};
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enum HeroCoords
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{
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herocoords_idle,
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herocoords_walkA,
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herocoords_walkB,
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herocoords_head,
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herocoords_waveA,
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herocoords_waveB,
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herocoords_count,
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};
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typedef struct TexAtlas
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{
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// TODO(doyle): String hash based lookup
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v4 texRect[128];
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} TexAtlas;
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// TODO(doyle): We only use the offset and advance metric at the moment, remove?
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typedef struct FontMetrics
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{
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i32 ascent;
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i32 descent;
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i32 lineGap;
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} FontMetrics;
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typedef struct CharMetrics
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{
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i32 advance;
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i32 leftSideBearing;
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// TODO(doyle): Utilise kerning
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i32 *kerning;
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v2i offset;
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v2i trueSize;
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} CharMetrics;
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typedef struct Font
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{
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TexAtlas *atlas;
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Texture *tex;
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FontMetrics metrics;
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CharMetrics *charMetrics;
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v2i codepointRange;
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v2i maxSize;
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} Font;
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#endif
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@ -1,6 +1,9 @@
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#ifndef DENGINE_DEBUG_H
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#define DENGINE_DEBUG_H
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#include "Dengine/Assets.h"
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#include "Dengine/Common.h"
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#include "Dengine/Math.h"
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#include "Dengine/Renderer.h"
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#define INVALID_CODE_PATH TRUE
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@ -1,8 +1,9 @@
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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/Common.h"
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#include "Dengine/Math.h"
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#include "Dengine/Texture.h"
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enum Direction
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{
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@ -1,56 +1,25 @@
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#ifndef DENGINE_PLATFORM_H
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#define DENGINE_PLATFORM_H
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#include <Windows.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "Dengine/Common.h"
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#include "Dengine/Debug.h"
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// TODO(doyle): Create own custom memory allocator
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#define PLATFORM_MEM_ALLOC(num, type) \
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CAST(type *) platform_memoryAlloc(num * sizeof(type))
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#define PLATFORM_MEM_FREE(ptr, bytes) \
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platform_memoryFree(CAST(void *) ptr, bytes)
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typedef struct
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typedef struct PlatformFileRead
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{
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void *buffer;
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i32 size;
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} PlatformFileRead;
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// TODO(doyle): Create own custom memory allocator
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#define PLATFORM_MEM_FREE(ptr, bytes) platform_memoryFree(CAST(void *) ptr, bytes)
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// TODO(doyle): numBytes in mem free is temporary until we create custom
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// allocator since we haven't put in a system to track memory usage per
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// allocation
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inline void platform_memoryFree(void *data, i32 numBytes)
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{
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if (data) free(data);
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#ifdef DENGINE_DEBUG
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GLOBAL_debugState.totalMemoryAllocated -= numBytes;
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#endif
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}
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inline void *platform_memoryAlloc(i32 numBytes)
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{
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void *result = calloc(1, numBytes);
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#ifdef DENGINE_DEBUG
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if (result)
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GLOBAL_debugState.totalMemoryAllocated += numBytes;
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#endif
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return result;
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}
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inline void platform_closeFileRead(PlatformFileRead *file)
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{
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PLATFORM_MEM_FREE(file->buffer, file->size);
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}
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void platform_memoryFree(void *data, i32 numBytes);
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#define PLATFORM_MEM_ALLOC(num, type) CAST(type *) platform_memoryAlloc(num * sizeof(type))
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void *platform_memoryAlloc(i32 numBytes);
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void platform_closeFileRead(PlatformFileRead *file);
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i32 platform_readFileToBuffer(const char *const filePath,
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PlatformFileRead *file);
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@ -1,14 +1,17 @@
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#ifndef DENGINE_RENDERER_H
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#define DENGINE_RENDERER_H
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#include "Dengine/Entity.h"
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#include "Dengine/AssetManager.h"
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#include "Dengine/Common.h"
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#include "Dengine/Entity.h"
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#include "Dengine/Math.h"
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#include "Dengine/Shader.h"
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typedef struct Renderer
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{
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Shader *shader;
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GLuint vao;
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GLuint vbo;
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u32 vao;
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u32 vbo;
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i32 numVertexesInVbo;
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v2 vertexNdcFactor;
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v2 size;
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@ -20,11 +23,6 @@ typedef struct RenderTex
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v4 texRect;
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} RenderTex;
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typedef struct RenderQuad
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{
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v4 vertex[4];
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} RenderQuad;
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
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@ -55,20 +53,4 @@ inline void renderer_staticString(Renderer *const renderer, Font *const font,
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v4 color);
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INTERNAL inline void renderer_flipTexCoord(v4 *texCoords, b32 flipX, b32 flipY)
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{
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if (flipX)
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{
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v4 tmp = *texCoords;
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texCoords->x = tmp.z;
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texCoords->z = tmp.x;
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}
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if (flipY)
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{
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v4 tmp = *texCoords;
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texCoords->y = tmp.w;
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texCoords->w = tmp.y;
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}
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}
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#endif
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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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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/OpenGL.h"
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#include "Dengine/Common.h"
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#include "Dengine/OpenGL.h"
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#define TARGET_TEXTURE_SIZE 1024
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#define TARGET_BYTES_PER_PIXEL 4
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@ -1,19 +1,16 @@
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#ifndef WORLDTRAVELLER_GAME_H
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#define WORLDTRAVELLER_GAME_H
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#include "Dengine/AssetManager.h"
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#include "Dengine/Common.h"
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#include "Dengine/Entity.h"
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#include "Dengine/Math.h"
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#include "Dengine/Renderer.h"
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#define NUM_KEYS 1024
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#define METERS_TO_PIXEL 64
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enum State
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{
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state_active,
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state_menu,
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state_win,
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};
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enum State;
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typedef struct World
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{
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@ -27,7 +24,6 @@ typedef struct World
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i32 heroIndex;
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i32 freeEntityIndex;
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} World;
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typedef struct GameState
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@ -44,7 +40,6 @@ typedef struct GameState
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AssetManager assetManager;
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} GameState;
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void worldTraveller_gameInit(GameState *state, v2i windowSize);
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt);
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#endif
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