#ifndef TC_STATE_H #define TC_STATE_H #include #include #include #include #include #include #include #include #include typedef struct tc_camera { tc_vec3f_s position; tc_vec3f_s rotation; float fov; } tc_camera_s; typedef struct tc_renderer { tc_camera_s *active_camera; tc_shader_program_s draw_shader; SDL_Window *window; SDL_GLContext gl_context; } tc_renderer_s; typedef struct { tc_renderer_s renderer; tc_asset_storage_s asset_storage; tc_block_registry_s block_registry; tc_entity_registry_s entity_registry; // tc_world_s *main_world; tc_entity_s *viewer; tc_entity_s *player; tc_hooklist_s on_world_create; uint16_t fps; uint16_t tps; tc_image_s *block_texture_atlas; } techneck_s; extern techneck_s tc_game_state_g; void tc_init (); void tc_cleanup (); void tc_load_textures (); #endif