Simplify shaders, enable coloring of primitives
This commit is contained in:
parent
981d87a2d7
commit
339ae38b38
@ -126,6 +126,7 @@
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<ClCompile Include="src\Common.c" />
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<ClCompile Include="src\Common.c" />
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<ClCompile Include="src\Debug.c" />
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<ClCompile Include="src\Debug.c" />
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<ClCompile Include="src\dengine.c" />
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<ClCompile Include="src\dengine.c" />
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<ClCompile Include="src\Entity.c" />
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<ClCompile Include="src\MemoryArena.c" />
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<ClCompile Include="src\MemoryArena.c" />
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<ClCompile Include="src\Platform.c" />
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<ClCompile Include="src\Platform.c" />
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<ClCompile Include="src\Renderer.c" />
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<ClCompile Include="src\Renderer.c" />
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@ -54,6 +54,9 @@
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<ClCompile Include="src\Asteroid.c">
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<ClCompile Include="src\Asteroid.c">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\Entity.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="data\shaders\default.vert.glsl" />
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<None Include="data\shaders\default.vert.glsl" />
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@ -1,12 +0,0 @@
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#version 330 core
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in vec3 OurColor;
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in vec2 TexCoord;
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out vec4 color;
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uniform sampler2D ourTexture1;
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void main()
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{
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color = texture(ourTexture1, TexCoord);
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}
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@ -1,19 +1,9 @@
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#version 330 core
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#version 330 core
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layout(location = 0) in vec4 data; // (vec2)pos, (vec2)texCoord
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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layout (location = 2) in vec2 texCoord;
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out vec3 OurColor;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 projection;
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void main()
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void main()
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{
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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gl_Position = projection * vec4(data.xy, 0.0f, 1.0f);
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OurColor = color;
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TexCoord = texCoord;
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}
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}
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8
data/shaders/default_no_tex.frag.glsl
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8
data/shaders/default_no_tex.frag.glsl
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@ -0,0 +1,8 @@
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#version 330 core
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out vec4 color;
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uniform vec4 spriteColor;
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void main()
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{
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color = spriteColor;
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}
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9
data/shaders/default_no_tex.vert.glsl
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9
data/shaders/default_no_tex.vert.glsl
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@ -0,0 +1,9 @@
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#version 330 core
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layout(location = 0) in vec4 data; // (vec2)pos, (vec2)texCoord
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(data.xy, 0.0f, 1.0f);
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}
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@ -918,40 +918,42 @@ INTERNAL GLuint createShaderFromPath(MemoryArena_ *arena, const char *const path
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return result;
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return result;
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}
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}
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INTERNAL i32 shaderLoadProgram(Shader *const shader, const GLuint vertexShader,
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INTERNAL u32 shaderLoadProgram(const GLuint vertexShader,
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const GLuint fragmentShader)
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const GLuint fragmentShader)
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{
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{
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shader->id = glCreateProgram();
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u32 result = glCreateProgram();
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glAttachShader(shader->id, vertexShader);
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glAttachShader(result, vertexShader);
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glAttachShader(shader->id, fragmentShader);
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glAttachShader(result, fragmentShader);
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glLinkProgram(shader->id);
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glLinkProgram(result);
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GL_CHECK_ERROR();
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glDeleteShader(fragmentShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader);
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glDeleteShader(vertexShader);
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GL_CHECK_ERROR();
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GLint success;
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GLint success;
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GLchar infoLog[512];
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GLchar infoLog[512];
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glGetProgramiv(shader->id, GL_LINK_STATUS, &success);
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glGetProgramiv(result, GL_LINK_STATUS, &success);
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if (!success)
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GL_CHECK_ERROR();
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if (result == 0)
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{
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{
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glGetProgramInfoLog(shader->id, 512, NULL, infoLog);
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glGetProgramInfoLog(result, 512, NULL, infoLog);
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printf("glLinkProgram failed: %s\n", infoLog);
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printf("glLinkProgram failed: %s\n", infoLog);
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return -1;
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ASSERT(TRUE);
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}
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}
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GL_CHECK_ERROR();
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return 0;
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return result;
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}
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}
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Shader *const asset_getShader(AssetManager *assetManager,
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u32 asset_getShader(AssetManager *assetManager, const enum ShaderList type)
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const enum ShaderList type)
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{
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{
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if (type < shaderlist_count)
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if (type < shaderlist_count) return assetManager->shaders[type];
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return &assetManager->shaders[type];
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#ifdef DENGINE_DEBUG
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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ASSERT(INVALID_CODE_PATH);
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#endif
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#endif
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return NULL;
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return -1;
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}
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}
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const i32 asset_loadShaderFiles(AssetManager *assetManager, MemoryArena_ *arena,
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const i32 asset_loadShaderFiles(AssetManager *assetManager, MemoryArena_ *arena,
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@ -963,12 +965,10 @@ const i32 asset_loadShaderFiles(AssetManager *assetManager, MemoryArena_ *arena,
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GLuint fragmentShader =
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GLuint fragmentShader =
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createShaderFromPath(arena, fragmentPath, GL_FRAGMENT_SHADER);
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createShaderFromPath(arena, fragmentPath, GL_FRAGMENT_SHADER);
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Shader shader;
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u32 shaderId = shaderLoadProgram(vertexShader, fragmentShader);
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i32 result = shaderLoadProgram(&shader, vertexShader, fragmentShader);
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if (shaderId == 0) return -1;
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if (result)
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return result;
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assetManager->shaders[type] = shader;
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assetManager->shaders[type] = shaderId;
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return 0;
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return 0;
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}
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}
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@ -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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*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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/* Load shaders */
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/* Load shaders */
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asset_loadShaderFiles(assetManager, arena, "data/shaders/sprite.vert.glsl",
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asset_loadShaderFiles(
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"data/shaders/sprite.frag.glsl",
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assetManager, arena, "data/shaders/default_tex.vert.glsl",
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shaderlist_sprite);
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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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i32 result =
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asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
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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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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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renderer->vertexNdcFactor =
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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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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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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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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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GL_CHECK_ERROR();
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/* Create buffers */
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/* Create buffers */
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@ -285,12 +285,23 @@ createDefaultTexQuad(Renderer *renderer, RenderTex *renderTex)
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INTERNAL void renderGLBufferedData(Renderer *renderer, RenderGroup *group)
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INTERNAL void renderGLBufferedData(Renderer *renderer, RenderGroup *group)
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{
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{
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ASSERT(group->mode < rendermode_invalid);
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ASSERT(group->mode < rendermode_invalid);
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/* Load transformation matrix */
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shader_use(renderer->shader);
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u32 drawMethod = GL_TRIANGLE_STRIP;
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GL_CHECK_ERROR();
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if (group->flags & renderflag_wireframe)
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{
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drawMethod = GL_LINE_LOOP;
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renderer->activeShaderId =
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renderer->shaderList[shaderlist_default_no_tex];
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}
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else
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{
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renderer->activeShaderId = renderer->shaderList[shaderlist_default];
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}
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shader_use(renderer->activeShaderId);
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/* Set color modulation value */
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/* Set color modulation value */
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shader_uniformSetVec4f(renderer->shader, "spriteColor",
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shader_uniformSetVec4f(renderer->activeShaderId, "spriteColor",
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group->color);
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group->color);
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GL_CHECK_ERROR();
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GL_CHECK_ERROR();
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@ -299,17 +310,10 @@ INTERNAL void renderGLBufferedData(Renderer *renderer, RenderGroup *group)
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{
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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shader_uniformSet1i(renderer->shader, "tex", 0);
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shader_uniformSet1i(renderer->activeShaderId, "tex", 0);
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}
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}
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glBindVertexArray(renderer->vao[group->mode]);
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glBindVertexArray(renderer->vao[group->mode]);
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u32 drawMethod = GL_TRIANGLE_STRIP;
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if (group->flags & renderflag_wireframe)
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{
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drawMethod = GL_LINE_LOOP;
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}
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glDrawArrays(drawMethod, 0, renderer->numVertexesInVbo);
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glDrawArrays(drawMethod, 0, renderer->numVertexesInVbo);
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GL_CHECK_ERROR();
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GL_CHECK_ERROR();
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debug_countIncrement(debugcount_drawArrays);
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debug_countIncrement(debugcount_drawArrays);
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16
src/Shader.c
16
src/Shader.c
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#include "Dengine/Shader.h"
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#include "Dengine/Shader.h"
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void shader_uniformSet1i(Shader *const shader, const GLchar *name,
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void shader_uniformSet1i(u32 shaderId, const GLchar *name,
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const GLuint data)
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const GLuint data)
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{
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{
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GLint uniformLoc = glGetUniformLocation(shader->id, name);
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GLint uniformLoc = glGetUniformLocation(shaderId, name);
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glUniform1i(uniformLoc, data);
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glUniform1i(uniformLoc, data);
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}
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}
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void shader_uniformSetMat4fv(Shader *const shader, const GLchar *name,
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void shader_uniformSetMat4fv(u32 shaderId, const GLchar *name,
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mat4 data)
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mat4 data)
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{
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{
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GLint uniformLoc = glGetUniformLocation(shader->id, name);
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GLint uniformLoc = glGetUniformLocation(shaderId, name);
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GL_CHECK_ERROR();
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glUniformMatrix4fv(uniformLoc, 1, GL_FALSE, data.e[0]);
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glUniformMatrix4fv(uniformLoc, 1, GL_FALSE, data.e[0]);
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GL_CHECK_ERROR();
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}
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}
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void shader_uniformSetVec4f(Shader *const shader, const GLchar *name,
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void shader_uniformSetVec4f(u32 shaderId, const GLchar *name,
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v4 data)
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v4 data)
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{
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{
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GLint uniformLoc = glGetUniformLocation(shader->id, name);
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GLint uniformLoc = glGetUniformLocation(shaderId, name);
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glUniform4f(uniformLoc, data.e[0], data.e[1], data.e[2], data.e[3]);
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glUniform4f(uniformLoc, data.e[0], data.e[1], data.e[2], data.e[3]);
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}
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}
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void shader_use(const Shader *const shader) { glUseProgram(shader->id); }
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void shader_use(u32 shaderId) { glUseProgram(shaderId); }
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@ -18,7 +18,7 @@ typedef struct AssetManager
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HashTable audio;
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HashTable audio;
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/* Primitive Array */
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/* Primitive Array */
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Shader shaders[2];
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u32 shaders[shaderlist_count];
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Font font;
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Font font;
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} AssetManager;
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} AssetManager;
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@ -72,7 +72,7 @@ const i32 asset_loadXmlFile(AssetManager *const assetManager,
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MemoryArena_ *const arena,
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MemoryArena_ *const arena,
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const PlatformFileRead *const fileRead);
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const PlatformFileRead *const fileRead);
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Shader *const asset_getShader(AssetManager *assetManager, const enum ShaderList type);
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u32 asset_getShader(AssetManager *assetManager, const enum ShaderList type);
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const i32 asset_loadShaderFiles(AssetManager *assetManager, MemoryArena_ *arena,
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const i32 asset_loadShaderFiles(AssetManager *assetManager, MemoryArena_ *arena,
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const char *const vertexPath,
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const char *const vertexPath,
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const char *const fragmentPath,
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const char *const fragmentPath,
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@ -44,7 +44,8 @@ typedef struct XmlNode
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enum ShaderList
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enum ShaderList
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{
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{
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shaderlist_sprite,
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shaderlist_default,
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shaderlist_default_no_tex,
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shaderlist_count,
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shaderlist_count,
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};
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};
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#include "Dengine/Common.h"
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#include "Dengine/Common.h"
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#include "Dengine/Math.h"
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#include "Dengine/Math.h"
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#include "Dengine/Assets.h"
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/* Forward Declaration */
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/* Forward Declaration */
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typedef struct AssetManager AssetManager;
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typedef struct AssetManager AssetManager;
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@ -57,7 +58,8 @@ typedef struct RenderGroup
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typedef struct Renderer
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typedef struct Renderer
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{
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{
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Shader *shader;
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u32 shaderList[shaderlist_count];
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u32 activeShaderId;
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u32 vao[rendermode_count];
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u32 vao[rendermode_count];
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u32 vbo[rendermode_count];
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u32 vbo[rendermode_count];
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#include "Dengine/Math.h"
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#include "Dengine/Math.h"
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#include "Dengine/OpenGL.h"
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#include "Dengine/OpenGL.h"
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typedef struct Shader
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void shader_uniformSet1i(u32 shaderId, const GLchar *name,
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{
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GLuint id;
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} Shader;
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void shader_uniformSet1i(Shader *const shader, const GLchar *name,
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const GLuint data);
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const GLuint data);
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void shader_uniformSetMat4fv(Shader *const shader, const GLchar *name,
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void shader_uniformSetMat4fv(u32 shaderId, const GLchar *name,
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mat4 data);
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mat4 data);
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void shader_uniformSetVec4f(Shader *const shader, const GLchar *name,
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void shader_uniformSetVec4f(u32 shaderId, const GLchar *name,
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v4 data);
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v4 data);
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void shader_use(const Shader *const shader);
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void shader_use(u32 shaderId);
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#endif
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#endif
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