refactor: reorganize pxl8 into client/src/ module structure

- core/: main entry, types, logging, I/O, RNG
- asset/: ase loader, cart, save, embed
- gfx/: graphics, animation, atlas, fonts, tilemap, transitions
- sfx/: audio
- script/: lua/fennel runtime, REPL
- hal/: platform abstraction (SDL3)
- world/: BSP, world, procedural gen
- math/: math utilities
- game/: GUI, replay
- lua/: Lua API modules
This commit is contained in:
asrael 2026-01-12 21:46:31 -06:00
parent 272e0bc615
commit 39b604b333
106 changed files with 6078 additions and 3715 deletions

View file

@ -1,71 +0,0 @@
#pragma once
#include <math.h>
#include "pxl8_types.h"
#define PXL8_PI 3.14159265358979323846f
#define PXL8_TAU (PXL8_PI * 2.0f)
typedef struct pxl8_vec2 {
f32 x, y;
} pxl8_vec2;
typedef struct pxl8_vec3 {
f32 x, y, z;
} pxl8_vec3;
typedef struct pxl8_vec4 {
f32 x, y, z, w;
} pxl8_vec4;
typedef struct pxl8_mat4 {
f32 m[16];
} pxl8_mat4;
typedef struct pxl8_plane {
pxl8_vec3 normal;
f32 distance;
} pxl8_plane;
typedef struct pxl8_frustum {
pxl8_plane planes[6];
} pxl8_frustum;
#ifdef __cplusplus
extern "C" {
#endif
pxl8_vec2 pxl8_vec2_add(pxl8_vec2 a, pxl8_vec2 b);
f32 pxl8_vec2_dot(pxl8_vec2 a, pxl8_vec2 b);
f32 pxl8_vec2_length(pxl8_vec2 v);
pxl8_vec2 pxl8_vec2_normalize(pxl8_vec2 v);
pxl8_vec2 pxl8_vec2_scale(pxl8_vec2 v, f32 s);
pxl8_vec2 pxl8_vec2_sub(pxl8_vec2 a, pxl8_vec2 b);
pxl8_vec3 pxl8_vec3_add(pxl8_vec3 a, pxl8_vec3 b);
pxl8_vec3 pxl8_vec3_cross(pxl8_vec3 a, pxl8_vec3 b);
f32 pxl8_vec3_dot(pxl8_vec3 a, pxl8_vec3 b);
f32 pxl8_vec3_length(pxl8_vec3 v);
pxl8_vec3 pxl8_vec3_normalize(pxl8_vec3 v);
pxl8_vec3 pxl8_vec3_scale(pxl8_vec3 v, f32 s);
pxl8_vec3 pxl8_vec3_sub(pxl8_vec3 a, pxl8_vec3 b);
pxl8_mat4 pxl8_mat4_identity(void);
pxl8_mat4 pxl8_mat4_lookat(pxl8_vec3 eye, pxl8_vec3 center, pxl8_vec3 up);
pxl8_mat4 pxl8_mat4_multiply(pxl8_mat4 a, pxl8_mat4 b);
pxl8_vec4 pxl8_mat4_multiply_vec4(pxl8_mat4 m, pxl8_vec4 v);
pxl8_mat4 pxl8_mat4_ortho(f32 left, f32 right, f32 bottom, f32 top, f32 near, f32 far);
pxl8_mat4 pxl8_mat4_perspective(f32 fov, f32 aspect, f32 near, f32 far);
pxl8_mat4 pxl8_mat4_rotate_x(f32 angle);
pxl8_mat4 pxl8_mat4_rotate_y(f32 angle);
pxl8_mat4 pxl8_mat4_rotate_z(f32 angle);
pxl8_mat4 pxl8_mat4_scale(f32 x, f32 y, f32 z);
pxl8_mat4 pxl8_mat4_translate(f32 x, f32 y, f32 z);
pxl8_frustum pxl8_frustum_from_matrix(pxl8_mat4 vp);
bool pxl8_frustum_test_aabb(const pxl8_frustum* frustum, pxl8_vec3 min, pxl8_vec3 max);
#ifdef __cplusplus
}
#endif