Simplify shaders, enable coloring of primitives
This commit is contained in:
+17
-6
@@ -32,9 +32,13 @@ void initAssetManager(GameState *state)
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*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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/* Load shaders */
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asset_loadShaderFiles(assetManager, arena, "data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl",
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shaderlist_sprite);
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asset_loadShaderFiles(
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assetManager, arena, "data/shaders/default_tex.vert.glsl",
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"data/shaders/default_tex.frag.glsl", shaderlist_default);
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asset_loadShaderFiles(
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assetManager, arena, "data/shaders/default_no_tex.vert.glsl",
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"data/shaders/default_no_tex.frag.glsl", shaderlist_default_no_tex);
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i32 result =
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asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
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@@ -52,12 +56,19 @@ void initRenderer(GameState *state, v2 windowSize) {
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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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renderer->vertexNdcFactor =
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V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
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renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
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shader_use(renderer->shader);
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const mat4 projection =
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mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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for (i32 i = 0; i < shaderlist_count; i++)
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{
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renderer->shaderList[i] = asset_getShader(assetManager, i);
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shader_use(renderer->shaderList[i]);
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shader_uniformSetMat4fv(renderer->shaderList[i], "projection",
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projection);
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GL_CHECK_ERROR();
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}
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renderer->activeShaderId = renderer->shaderList[shaderlist_default];
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GL_CHECK_ERROR();
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/* Create buffers */
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