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helpless/build.c
Charlie 18f4fc8123 - Text rendering
- Font loading
	- Measuring for formatting & justification
	- Utf8 Glyph walking
	- Commented example in oogabooga/examples/text_rendering.c
- Small 2D renderer refactor
	- Pass 8-bit integers "type" and "sampler_index" to shader
	- Sample texture differently depending on "type" (text or regular quad)
	- Sample with nearest/linear min/mag depending on sampler_index
	- Set min/mag filtering in Draw_Quad
	- Images are now created and deleted directly with gfx calls rather than deferring it for gfx_update.
	- We can now set image sub data with gfx_set_image_data()
	- Images are no longer hard coded to 4 channels
- Utf8 utility:
	- utf8_to_utf32(): convert utf8 bytes to a single u32 codepoint
	- next_utf8(): Convert first utf8 character in a string to a u32 codepoint and advance the passed string to the next unicode
- Renamed m4_multiply -> m4_mul for consistency
- Refactored os window to be DPI aware (scaled_width vs pixel_width)
- in minimal example, renamed hammer_xform -> rect_xform
2024-07-07 20:27:34 +02:00

51 lines
1.4 KiB
C

///
// Build config stuff
#define RUN_TESTS 0
// This is only for people developing oogabooga!
#define OOGABOOGA_DEV 1
#define ENABLE_PROFILING 0
// ENABLE_SIMD Requires CPU to support at least SSE1 but I will be very surprised if you find a system today which doesn't
#define ENABLE_SIMD 0
#define INITIAL_PROGRAM_MEMORY_SIZE MB(5)
typedef struct Context_Extra {
int monkee;
} Context_Extra;
// This needs to be defined before oogabooga if we want extra stuff in context
#define CONTEXT_EXTRA Context_Extra
// This defaults to "entry", but we can set it to anything (except "main" or other existing proc names"
#define ENTRY_PROC entry
// Ooga booga needs to be included AFTER configuration and BEFORE the program code
#include "oogabooga/oogabooga.c"
// #Volatile tutorial below
// #Volatile tutorial below
// #Volatile tutorial below
//
// Comment & Uncomment these to swap projects (only include one at a time)
//
// this is a minimal starting point for new projects. Copy & rename to get started
#include "oogabooga/examples/minimal_game_loop.c"
// #include "oogabooga/examples/text_rendering.c"
// An engine dev stress test for rendering
// #include "oogabooga/examples/renderer_stress_test.c"
// Randy's example game that he's building out as a tutorial for using the engine
// #include "entry_randygame.c"
// This is where you swap in your own project!
// #include "entry_yourepicgamename.c"