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@ -54,8 +54,6 @@ createModelEntities(render_group* rg, |
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glm::vec3 scaling) |
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glm::vec3 scaling) |
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{ |
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{ |
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#if 0 |
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#if 0 |
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assert(rg != nullptr); |
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for (uint i = 0; i < item_count; i++) { |
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for (uint i = 0; i < item_count; i++) { |
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entity& e = rg->entities[i]; |
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entity& e = rg->entities[i]; |
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@ -196,20 +194,6 @@ main() |
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renDoRenderLoop(rs, 60, doFrameCallbackPre); |
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renDoRenderLoop(rs, 60, doFrameCallbackPre); |
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#endif |
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#endif |
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#if 0 |
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model* ret = assetLoadFromFile(rs->assets, |
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rs->arena, |
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"../data/blender/spaceship.gltf"); |
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assert(ret != nullptr); |
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#endif |
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cameraInitPerspective( |
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rs->cam, |
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glm::vec3(0, 0, -50), |
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glm::vec3(0, 0, 0), |
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glm::vec3(0,1,0) |
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); |
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// NOTE: testing entity system with new asset structures
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// NOTE: testing entity system with new asset structures
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// FIXME: remove mesh.h, mesh.cpp
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// FIXME: remove mesh.h, mesh.cpp
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// FIXME: remove platform_wait_for_vblank
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// FIXME: remove platform_wait_for_vblank
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@ -218,26 +202,37 @@ main() |
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// FIXME: make a test case for overflowing default array sizes, rg->assets
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// FIXME: make a test case for overflowing default array sizes, rg->assets
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// rg_info->groups, render_group->enitities
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// rg_info->groups, render_group->enitities
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// FIXME: look for glm::mat4 in structs, and replace with pointers
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// FIXME: look for glm::mat4 in structs, and replace with pointers
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// FIXME: better shader abstraction, see below
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// FIXME: better shader abstraction so we can store a list of shaders on
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// render_state
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cameraInitPerspective( |
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rs->cam, |
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glm::vec3(0, 50, -100), |
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glm::vec3(0, 0, 0), |
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glm::vec3(0,1,0) |
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); |
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shader_wrapper sw = { DEFAULT_SHADER, rs->default_shader, nullptr }; |
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shader_wrapper sw = { DEFAULT_SHADER, rs->default_shader, nullptr }; |
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render_group* rg = rgAlloc(rs->render_groups, 64, sw); |
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render_group* rg = rgAlloc(rs->render_groups, 64, sw); |
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#if 0 |
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#if 1 |
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entity* e = |
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entity* e = |
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rgAppend(rg, rs->assets, rs->arena, "../data/blender/spaceship.gltf"); |
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rgAppend(rg, rs->assets, rs->arena, "../data/blender/spaceship.gltf"); |
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assert(e != nullptr); |
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uint scale = 4; |
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uint scale = 4; |
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//entRotate(e, -1 * M_PI_2, glm::vec3(1, 0, 0));
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//entRotate(e, -1 * M_PI_2, glm::vec3(1, 0, 0));
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#else |
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#else |
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entity* e = |
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entity* e = |
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rgAppend(rg, rs->assets, rs->arena, "../data/blender/icosphere.gltf"); |
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rgAppend(rg, rs->assets, rs->arena, "../data/blender/icosphere.gltf"); |
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assert(e != nullptr); |
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uint scale = 20; |
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uint scale = 20; |
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#endif |
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#endif |
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entScale(*e, glm::vec3(scale, scale, scale)); |
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if (e != nullptr) { |
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entScale(*e, glm::vec3(scale, scale, scale)); |
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//renDoRenderLoop(rs, 60);
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//renDoRenderLoop(rs, 60);
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renDoRenderLoop(rs, 60, doFrameCallbackPre); |
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renDoRenderLoop(rs, 60, doFrameCallbackPre); |
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} else { |
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LOG(Error) << "failed to load entity\n"; |
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} |
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renShutdown(rs); |
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renShutdown(rs); |
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return 0; |
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return 0; |
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