base: cleanup
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@@ -180,7 +180,7 @@ typedef struct scene {
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any_array_t *world_datas; // world_data_t[]
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char *world_ref;
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any_array_t *speaker_datas; // TODO: deprecated
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char_ptr_array_t *embedded_datas; // Preload for this scene, images only for now
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string_array_t *embedded_datas; // Preload for this scene, images only for now
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} scene_t;
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typedef struct shader_context_runtime {
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@@ -224,7 +224,7 @@ typedef struct shader_context {
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u8_array_t *color_writes_green;
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u8_array_t *color_writes_blue;
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u8_array_t *color_writes_alpha;
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char_ptr_array_t *color_attachments; // RGBA32, RGBA64, R8
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string_array_t *color_attachments; // RGBA32, RGBA64, R8
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char *depth_attachment; // D32
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vertex_element_t_array_t *vertex_elements; // vertex_element_t[]
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shader_const_t_array_t *constants; // shader_const_t[]
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@@ -498,7 +498,7 @@ void mesh_object_set_data(mesh_object_t *raw, mesh_data_t *dat
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void mesh_object_remove(mesh_object_t *raw);
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bool mesh_object_cull_material(mesh_object_t *raw, char *context);
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bool mesh_object_cull_mesh(mesh_object_t *raw, char *context, camera_object_t *camera);
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void mesh_object_render(mesh_object_t *raw, char *context, char_ptr_array_t *bind_params);
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void mesh_object_render(mesh_object_t *raw, char *context, string_array_t *bind_params);
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bool mesh_object_valid_context(mesh_object_t *raw, material_data_t *mat, char *context);
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extern mat4_t _uniforms_mat;
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@@ -525,7 +525,7 @@ extern i32 (*uniforms_i32_links)(object_t *o, material_data_t *md, char *s);
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// ╚██████╔╝██║ ╚████║██║██║ ╚██████╔╝██║ ██║██║ ╚═╝ ██║███████║
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// ╚═════╝ ╚═╝ ╚═══╝╚═╝╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝
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void uniforms_set_context_consts(shader_context_t *context, char_ptr_array_t *bind_params);
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void uniforms_set_context_consts(shader_context_t *context, string_array_t *bind_params);
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void uniforms_set_obj_consts(shader_context_t *context, object_t *object);
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void uniforms_bind_render_target(render_target_t *rt, shader_context_t *context, char *sampler_id);
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bool uniforms_set_context_const(i32 location, shader_const_t *c);
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@@ -627,7 +627,7 @@ object_t *scene_create_mesh_object(obj_t *o, scene_t *format, object_t *p
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object_t *scene_return_mesh_object(char *object_file, char *data_ref, material_data_t *material, object_t *parent, obj_t *o);
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object_t *scene_return_object(object_t *object, obj_t *o);
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void scene_gen_transform(obj_t *object, transform_t *transform);
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void scene_load_embedded_data(char_ptr_array_t *datas);
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void scene_load_embedded_data(string_array_t *datas);
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void scene_embed_data(char *file);
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// ██████╗ ███████╗███╗ ██╗██████╗ ███████╗██████╗ ██████╗ █████╗ ████████╗██╗ ██╗
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@@ -648,14 +648,14 @@ extern gpu_texture_t *_render_path_current_image;
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extern bool _render_path_paused;
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extern i32 _render_path_last_w;
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extern i32 _render_path_last_h;
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extern char_ptr_array_t *_render_path_bind_params;
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extern string_array_t *_render_path_bind_params;
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extern f32 _render_path_last_frame_time;
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extern i32 _render_path_loading;
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extern any_map_t *_render_path_cached_shader_contexts;
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bool render_path_ready(void);
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void render_path_render_frame(void);
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void render_path_set_target(char *target, char_ptr_array_t *additional, char *depth_buffer, gpu_clear_t flags, i32 color, f32 depth);
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void render_path_set_target(char *target, string_array_t *additional, char *depth_buffer, gpu_clear_t flags, i32 color, f32 depth);
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void render_path_end(void);
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void render_path_draw_meshes(char *context);
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void render_path_submit_draw(char *context);
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