Move rendering of tiles into rendering of entities
Downgraded background rendering to each tile individually (no batching) temporarily such that we can render all entities in one function.
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@@ -28,4 +28,8 @@ typedef double f64;
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i32 common_strlen(const char *const string);
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#ifdef WT_DEBUG
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#define INVALID_CODE_PATH TRUE
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#endif
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#endif
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@@ -6,7 +6,7 @@
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#include "Dengine/Renderer.h"
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#define NUM_KEYS 1024
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#define METERS_TO_PIXEL 100
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#define METERS_TO_PIXEL 64
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enum State
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{
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@@ -15,15 +15,16 @@ enum State
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state_win,
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};
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typedef struct Tile
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{
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v2 pos;
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} Tile;
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typedef struct World
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{
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Tile tiles[2048];
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Entity *entities;
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i32 maxEntities;
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enum TexList texType;
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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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@@ -32,16 +33,11 @@ typedef struct GameState
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b32 keys[NUM_KEYS];
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Renderer renderer;
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i32 heroIndex;
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World world[4];
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i32 currWorldIndex;
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i32 tileSize;
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// TODO(doyle): Make size of list dynamic
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Entity entityList[256];
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i32 freeEntityIndex;
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AssetManager assetManager;
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} GameState;
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