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-rw-r--r--state_mainstate/src/mainstate.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/state_mainstate/src/mainstate.c b/state_mainstate/src/mainstate.c
index 8f9c39b..e173e23 100644
--- a/state_mainstate/src/mainstate.c
+++ b/state_mainstate/src/mainstate.c
@@ -10,7 +10,6 @@
#include <glad/gl.h>
#include <crate.h>
-
#include <assimp/cimport.h> // Plain-C interface
#include <assimp/scene.h> // Output data structure
#include <assimp/postprocess.h> // Post processing flags
@@ -91,7 +90,6 @@ ShaderBuffer shaderbuf_quad_fullscreen[] = {
SHADERBUFFER_NEW(f32, COUNT(quad_uv), 2, quad_uv, staticdraw),
SHADERBUFFER_NEW(u16, COUNT(quad_ibo), 3, quad_ibo, staticdraw | ShaderBuffer_Type_vertexIndex),
};
-#undef COUNT
/*
* https://learnopengl.com/Lighting/Basic-Lighting
@@ -317,7 +315,7 @@ void mainstate_init(Window *restrict w, mainstate_state *state, void* arg) {
}
// ----------- Calculate normals TODO MOVE TO ENGINE
- for (usize i = 0; i < sizeof(crate) / sizeof(crate[0]) / 3; i++) {
+ for (usize i = 0; i < COUNT(crate) / 3; i++) {
// Face index
const usize f = i / 3;
// Face offset
@@ -565,7 +563,7 @@ void mainstate_init(Window *restrict w, mainstate_state *state, void* arg) {
// There's a strange duality between using functions to change render_targets,
// and manipulating the datastructures directly.
- window_init_renderstack(w, sizeof(p) / sizeof(p[0]), sizeof(t) / sizeof(t[0]), p, t);
+ window_init_renderstack(w, COUNT(p), COUNT(t), p, t);
w->render_targets->camera_reset_callback[FRAMEBUF_UI] = &perspective_update_callback_ui;
w->render_targets->framebuffer_size_callback[FRAMEBUF_UI] = &window_resize_callback_ui;
w->render_targets->camera_reset_callback[FRAMEBUF_CAM] = &perspective_update_callback;
@@ -752,3 +750,5 @@ StateType mainstate_update(Window *restrict w, mainstate_state *state, f64 dt) {
return next_state;
}
+
+#undef COUNT