# Changes
3ds Backend: - switch to shaderProgramUse Desktop Backend - Add Pre Alpha Text Input and Keyboard Support - Move Shader Attrib Setup into a function and callit every time we need a set up vbo - Move to Mat4 api Core: - Add fquat support - Add LoadFile2Str - Move Mat4 Lib from Project n73 to Palladium - Add full supprot for vec cross types - Add Normalize, Distance and Dot to all - Add Cross to vec3 Drivers: - Add a SetViewPort func to GFX - Add Keyboard keys and Flasg to Hid Image: - Add Vertical Flipping - Add Horizontal flipping UI7: - Fix Critical Bug in IO Viewport handler - Fix library list (error on MinGW for some reason) Lazyvec: - Split into multiple source files - Generate new functions (see core updates)
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@ -36,7 +36,7 @@ const char* vertex_shader = R"(
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varying vec2 oUV;
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varying vec4 oColor;
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// Probably forgot about this matric and
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// Probably forgot about this matrix and
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// searched hours for why the rendering isn't working :/
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uniform mat4 projection;
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@ -103,17 +103,7 @@ GLuint createShaderProgram(const std::string& vertexShaderSource,
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return shaderProgram;
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}
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/** Actual Backend */
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void GfxGL2::Init() {
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VertexBuffer.Resize(4 * 8192);
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IndexBuffer.Resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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void SetupShaderAttribs(GLuint Shader) {
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GLint _pos = glGetAttribLocation(Shader, "pos");
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GLint _uv = glGetAttribLocation(Shader, "uv");
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GLint _color = glGetAttribLocation(Shader, "color");
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@ -129,6 +119,21 @@ void GfxGL2::Init() {
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sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, Color));
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glEnableVertexAttribArray(_color);
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}
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/** Actual Backend */
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void GfxGL2::Init() {
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VertexBuffer.Resize(4 * 8192);
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IndexBuffer.Resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// Attribs Setup
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SetupShaderAttribs(Shader);
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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@ -146,11 +151,14 @@ void GfxGL2::Deinit() {
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}
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void GfxGL2::NewFrame() {
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/*
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glViewport(0, 0, ViewPort.x, ViewPort.y);
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glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, ClearColor.w);
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glClear(GL_COLOR_BUFFER_BIT);
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Projection.Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
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glUniformMatrix4fv(pLocProjection, 1, GL_TRUE, Projection.m);
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*/
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Projection = Mat4::Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
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glUseProgram(Shader);
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glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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CurrentIndex = 0;
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@ -170,7 +178,6 @@ void GfxGL2::BindTex(PD::Li::TexAddress addr) {
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}
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void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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glUseProgram(Shader);
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size_t index = 0;
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while (index < Commands.size()) {
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PD::Li::Texture::Ref Tex = Commands[index]->Tex;
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@ -207,6 +214,9 @@ void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
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&VertexBuffer[0], GL_DYNAMIC_DRAW);
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// For some reason we need to set these every frame for every buffer
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// Found that out when creating My 3d Engine
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SetupShaderAttribs(Shader);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
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