Organized files

This commit is contained in:
2022-01-19 22:43:21 +00:00
parent 3dcaf6df81
commit a7378e1d17
248 changed files with 539445 additions and 264 deletions

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@@ -1,24 +1,11 @@
#define PL_MPEG_IMPLEMENTATION
#define CGLTF_IMPLEMENTATION
#define GL_GLEXT_PROTOTYPES
//#define MATHC_USE_INT16
//#define MATHC_FLOATING_POINT_TYPE GLfloat
//#define MATHC_USE_DOUBLE_FLOATING_POINT
#define STB_DS_IMPLEMENTATION
#include <stb_ds.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <pl_mpeg.h>
#include "engine.h"
#ifdef EDITOR
#include "editor.h"
#endif
#include <SDL.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include "openglrender.h"
#include "window.h"
#include "camera.h"
@@ -27,96 +14,63 @@
#include "2dphysics.h"
#include "gameobject.h"
#include "registry.h"
#include "log.h"
#include "resources.h"
#define FPS30 33
#define FPS60 17
#define FPS120 8;
#define FPS144 7
#define FPS300 3
unsigned int frameCount = 0;
Uint32 lastTick = 0;
Uint32 frameTick = 0;
Uint32 elapsed = 0;
uint32_t lastTick = 0;
uint32_t frameTick = 0;
uint32_t elapsed = 0;
Uint32 physMS = FPS144;
Uint32 physlag = 0;
Uint32 renderMS = FPS144;
Uint32 renderlag = 0;
uint32_t physMS = FPS144;
uint32_t physlag = 0;
uint32_t renderMS = FPS144;
uint32_t renderlag = 0;
// TODO: Init on the heap
struct mCamera camera = {0};
#include "engine.h"
int main(int argc, char **args)
void engine_init()
{
script_init();
registry_init();
gameobjects = vec_make(sizeof(struct mGameObject), 100);
prefabs = vec_make(MAXNAME, 25);
// TODO: Init these on the heap instead
struct mCamera camera = { 0 };
camera.speed = 500;
stbi_set_flip_vertically_on_load(1);
resources_init();
openglInit();
sprite_initialize();
#ifdef EDITOR
editor_init(window);
#endif
phys2d_init();
quit = false;
SDL_Event e;
//While application is running
while (!quit) {
frameTick = SDL_GetTicks();
elapsed = frameTick - lastTick;
lastTick = frameTick;
deltaT = elapsed / 1000.f;
physlag += elapsed;
renderlag += elapsed;
input_poll();
if (physlag >= physMS) {
phys2d_update(physMS / 1000.f);
physlag -= physMS;
}
if (renderlag >= renderMS) {
if (physOn) {
vec_walk(gameobjects, gameobject_update);
}
camera_2d_update(&camera, renderMS / 1000.f);
openglRender(&camera);
#ifdef EDITOR
editor_render();
#endif
window_swap(window);
renderlag -= renderMS;
}
//Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER)) {
YughLog(0, SDL_LOG_PRIORITY_ERROR,
"SDL could not initialize! SDL Error: %s", SDL_GetError());
}
//Use OpenGL 3.3
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2); /* How many x MSAA */
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
resources_init();
script_init();
registry_init();
init_gameobjects();
prefabs = vec_make(MAXNAME, 25);
camera.speed = 500;
stbi_set_flip_vertically_on_load(1);
phys2d_init();
gui_init();
sound_init();
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
}
void engine_stop()
{
SDL_StopTextInput();
SDL_Quit();
return 0;
}
}