
- We just add to a frame of quads which the renderer deals with in gfx_update - draw_quad, draw_rect, draw_rect_rotated - Currently just implemented with legacy opengl, so we can't do custom shading - Added third party code from lodepng so we can load pngs without any other dependencies (no C includes) - ALLOCATOR_REALLOCATE - Basic Vector2, Vector3, Vector4 stuff, and some math utilities - Added <math.h> dependency for now. - Graphics renderer frontend layer - Naive get_random() implementation
24 lines
No EOL
496 B
C
24 lines
No EOL
496 B
C
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///
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// Build config stuff
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#define VERY_DEBUG 0
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#define RUN_TESTS 0
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typedef struct Context_Extra {
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int monkee;
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} Context_Extra;
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// This needs to be defined before oogabooga if we want extra stuff in context
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#define CONTEXT_EXTRA Context_Extra
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#define GFX_RENDERER GFX_RENDERER_D3D11
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#define ENTRY_PROC start // This is "entry" by default but we're not like all the other girls so we call it start
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#include "oogabooga/oogabooga.c"
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// Includes for game goes here
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// ...
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#include "entry.c" |