Deleted triangle stuff
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d5bfda3300
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23
src/game.zig
23
src/game.zig
@ -42,9 +42,6 @@ pub const GameMemory = struct {
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global_allocator: std.mem.Allocator,
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frame_fba: std.heap.FixedBufferAllocator,
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assetman: AssetManager,
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counter: i32 = 0,
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triangle_vao: gl.GLuint = 0,
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triangle_vbo: gl.GLuint = 0,
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mesh_vao: gl.GLuint = 0,
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camera_ubo: gl.GLuint = 0,
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camera_matrices: []CameraMatrices,
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@ -161,17 +158,6 @@ export fn game_init(global_allocator: *std.mem.Allocator) void {
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gl.viewport(0, 0, g_init.width, g_init.height);
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// Triangle
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gl.genBuffers(1, &g_mem.triangle_vbo);
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gl.genVertexArrays(1, &g_mem.triangle_vao);
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gl.bindVertexArray(g_mem.triangle_vao);
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gl.bindBuffer(gl.ARRAY_BUFFER, g_mem.triangle_vbo);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, @sizeOf(f32) * 3, @ptrFromInt(0));
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gl.enableVertexAttribArray(0);
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// MESH PROGRAM
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const mesh_program_name = g_assetman.resolveShaderProgram(mesh_program).program;
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@ -221,14 +207,6 @@ const CameraMatrices = extern struct {
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view: zlm.Mat4,
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};
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const vertex_shader_code = @embedFile("shaders/vert.glsl");
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const fragment_shader_code = @embedFile("shaders/frag.glsl");
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const vertices = [_]f32{
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-0.5, -0.5, 0.0,
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0.5, -0.5, 0.0,
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0, 0.5, 0.0,
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};
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export fn game_update() bool {
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g_mem.frame_fba.reset();
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var event: c.SDL_Event = undefined;
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@ -258,7 +236,6 @@ export fn game_update() bool {
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else => {},
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}
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}
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g_mem.counter += 1;
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const f_width: f32 = @floatFromInt(g_init.width);
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const f_height: f32 = @floatFromInt(g_init.height);
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