Upload all my tests
- Add Count<> to AssetManager - Initialize pCode in Shader - Rename linearAllocator to LinearAllocator - Add Construct and destroy to linear allocator - Add Shader unloader (fixes atexit crash i guess) -
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@@ -57,13 +57,14 @@ unsigned char li_shader[] = {
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};
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// clang-format on
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size_t li_shader_size = 0x124;
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std::vector<Iron::Vertex, linearAllocator<Iron::Vertex>> Iron::m_vbuf;
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std::vector<u16, linearAllocator<u16>> Iron::m_ibuf;
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std::vector<Iron::Vertex, LinearAllocator<Iron::Vertex>> Iron::m_vbuf;
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std::vector<u16, LinearAllocator<u16>> Iron::m_ibuf;
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int Iron::uLocProj = 0;
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C3D::Shader* Iron::m_shader = nullptr;
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mat4 Iron::m_mtx;
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int Iron::m_idx = 0, Iron::m_vtx = 0;
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Texture* Iron::m_solid = nullptr;
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C3D_Mtx __m;
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void Iron::Init() {
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pSetupShader();
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@@ -79,9 +80,13 @@ void Iron::NewFrame() {
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void Iron::DrawOn(C3D::Screen* screen) {
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m_shader->Use();
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m_mtx = mat4::ortho(0.f, (float)screen->Width(), (float)screen->Height(), 0.f,
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1.f, -1.f);
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m_shader->SetMat4(uLocProj, m_mtx);
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Mtx_Identity(&__m);
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Mtx_OrthoTilt(&__m, 0, (float)screen->Width(), (float)screen->Height(), 0.f,
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1.f, -1.f, true);
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// m_mtx = mat4::ortho(0.f, (float)screen->Width(), (float)screen->Height(),
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// 0.f,
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// 1.f, -1.f);
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m_shader->SetMat4(uLocProj, &__m);
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}
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void Iron::Draw(const std::vector<Iron::Command::ref>& data) {
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@@ -148,11 +153,11 @@ void Iron::pSetupShader() {
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AttrInfo_AddLoader(&m_shader->pInfo, 0, GPU_FLOAT, 2);
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AttrInfo_AddLoader(&m_shader->pInfo, 1, GPU_FLOAT, 2);
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AttrInfo_AddLoader(&m_shader->pInfo, 2, GPU_UNSIGNED_BYTE, 4);
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// m_shader->Load("romfs:/shaders/lithium.shbin");
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// m_shader->Compile(__ironshader__);
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// m_shader->Input(GPU_FLOAT, 2); // pos
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// m_shader->Input(GPU_FLOAT, 2); // uv
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// m_shader->Input(GPU_UNSIGNED_BYTE, 4); // color
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/* m_shader->Load("romfs:/shaders/lithium.shbin");
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// m_shader->Compile(__ironshader__);
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m_shader->Input(GPU_FLOAT, 2); // pos
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m_shader->Input(GPU_FLOAT, 2); // uv
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m_shader->Input(GPU_UNSIGNED_BYTE, 4); // color*/
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uLocProj = m_shader->loc("projection");
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}
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