+#include "asset.h"
+
#include <stdlib.h>
#include <assimp/cimport.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
-#include "asset.h"
#include "logger.h"
#include "tga.h"
#define ASSET_H_
#include <stddef.h>
-
#include <GL/gl.h>
#include "geometry.h"
const Solid* importSolid(const char* path);
-#endif
+#endif // ASSET_H_
-#include <stddef.h>
-
#include "geometry.h"
+#include <stddef.h>
+
Transform identity() {
return (Transform) { .a1 = 1.0f, .a2 = 0.0f, .a3 = 0.0f, .a4 = 0.0f,
.b1 = 0.0f, .b2 = 1.0f, .b3 = 0.0f, .b4 = 0.0f,
void translate(Transform* transform, Vector3D vec);
Vector3D translationOf(Transform transform);
-#endif
+#endif // GEOMETRY_H_
+#include "logger.h"
+
#include <stdarg.h>
#include <stdio.h>
-#include "logger.h"
-
LogLevel logLevel = LOGLEVEL_DEBUG;
void logMessage(LogLevel msgLevel, const char* func, const char* message, ...);
-#endif
+#endif // LOGGER_H_
#define _POSIX_C_SOURCE 199309L
#endif
+#include "performance.h"
+
#include <stdbool.h>
#include <stdio.h> // TODO remove
#include <time.h>
void initPerformanceMetering();
void frameRendered();
-#endif
+#endif // PERFORMANCE_H_
-#include <GL/glut.h>
+#include "render.h"
+
#include <stdbool.h>
+#include <GL/glut.h>
#include "geometry.h"
#include "performance.h"
-#include "scene.h"
float viewportAspectRatio = 1.0f;
const Scene* cameraAnchor;
void initRender();
void renderFrame();
-#endif
+#endif // RENDER_H_
+#include "scene.h"
+
#include <stdlib.h>
#include "engine/logger.h"
-#include "geometry.h"
-#include "scene.h"
-
Scene* currentScene = NULL;
+#include "tga.h"
+
#include <stdio.h>
#include <stdlib.h>
-#include "tga.h"
-
TgaImage* readTga(const char* path) {
FILE* tgaFile = fopen(path, "rb");
if (tgaFile == NULL) {
TgaImage* readTga(const char* path);
-#endif
+#endif // TGA_H_
-#include <GL/gl.h>
+#include "ui.h"
#include "render.h"
-#ifndef GLUT_JANITOR_H_
-#define GLUT_JANITOR_H_
+#ifndef UI_H_
+#define UI_H_
#include <GL/gl.h>
void resizeStage(GLsizei width, GLsizei height);
-#endif
+#endif // UI_H_
-#include <GL/gl.h>
+#include "level.h"
+
#include <stdlib.h>
+#include <GL/gl.h>
#include "engine/logger.h"
#include "engine/scene.h"
-#include "level.h"
#include "player.h"
BlockGrid levelGrid;
grid.blocks[(z * grid.width) + x] = block;
}
-#endif
+#endif // LEVEL_H_
+#include "player.h"
+
#include "engine/asset.h"
#include "engine/render.h"
-#include "player.h"
-
Scene* playerCharacter;
void initPlayer();
void spawnPlayer(Transform transform);
-#endif
+#endif // PLAYER_H_