glClear is causing stack corrpution
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@ -12,7 +12,7 @@
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#include "component/display/MeshRenderer.hpp"
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namespace Dawn {
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struct IRenderPass {
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class IRenderPass {
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public:
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std::shared_ptr<Mesh> mesh;
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@ -43,14 +43,17 @@ namespace Dawn {
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};
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template<class S, typename D>
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struct RenderPass : public IRenderPass {
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class RenderPass : public IRenderPass {
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private:
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std::shared_ptr<S> shader;
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const D data;
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const std::unordered_map<
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shadertexturebinding_t, std::shared_ptr<Texture>
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> &textures;
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std::shared_ptr<Mesh> mesh;
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const enum MeshDrawMode drawMode;
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const int32_t indiceStart;
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const int32_t indiceCount;
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const D data;
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public:
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/**
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@ -66,12 +69,16 @@ namespace Dawn {
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RenderPass(
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SceneComponent &self,
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const D d,
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const std::unordered_map<
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shadertexturebinding_t, std::shared_ptr<Texture>
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> textures,
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const std::shared_ptr<Mesh> mesh,
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const enum MeshDrawMode drawMode,
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const int32_t indiceStart,
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const int32_t indiceCount
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) :
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data(d),
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textures(textures),
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mesh(mesh),
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drawMode(drawMode),
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indiceStart(indiceStart),
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@ -91,6 +98,7 @@ namespace Dawn {
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}
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void bind() override {
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std::cout << "textures: " << textures.size() << "\n";
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shader->bind();
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}
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@ -99,6 +107,10 @@ namespace Dawn {
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}
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void upload() override {
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for(auto &pair : textures) {
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assertNotNull(pair.second, "Texture cannot be null!");
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pair.second->bind(pair.first);
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}
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shader->upload();
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}
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@ -139,17 +151,21 @@ namespace Dawn {
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* @return Created render pass.
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*/
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template<class S, typename D>
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std::shared_ptr<struct IRenderPass> createRenderPass(
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std::shared_ptr<IRenderPass> createRenderPass(
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SceneComponent &self,
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const D data,
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const std::unordered_map<
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shadertexturebinding_t, std::shared_ptr<Texture>
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> textures = {},
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const std::shared_ptr<Mesh> mesh = nullptr,
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const enum MeshDrawMode drawMode = MeshDrawMode::TRIANGLES,
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int32_t indiceStart = 0,
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int32_t indiceCount = -1
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) {
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return std::make_shared<struct RenderPass<S,D>>(
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return std::make_shared<RenderPass<S,D>>(
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self,
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data,
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textures,
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mesh,
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drawMode,
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indiceStart,
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@ -11,7 +11,16 @@ struct Color SimpleTexturedMaterial::getColor() {
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return this->data.color;
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}
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void SimpleTexturedMaterial::setColor(struct Color color) {
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std::shared_ptr<Texture> SimpleTexturedMaterial::getTexture() {
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return this->texture;
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}
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void SimpleTexturedMaterial::setTexture(std::shared_ptr<Texture> texture) {
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this->texture = texture;
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}
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void SimpleTexturedMaterial::setColor(const struct Color color) {
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this->data.color = color;
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}
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@ -22,11 +31,23 @@ std::vector<std::shared_ptr<IRenderPass>> SimpleTexturedMaterial::getPasses(
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this->data.projection = ctx.camera->getProjection();
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this->data.view = ctx.camera->getItem()->getWorldTransform();
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this->data.color = COLOR_RED;
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auto textures = std::unordered_map<
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shadertexturebinding_t, std::shared_ptr<Texture>
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>();
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if(this->texture) {
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this->data.hasTexture = true;
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this->data.texture = 0;
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textures[this->data.texture] = this->texture;
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} else {
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this->data.hasTexture = false;
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}
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return {
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createRenderPass<SimpleTexturedShader, struct SimpleTexturedShaderData>(
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*this,
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data
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data,
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textures
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)
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};
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}
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@ -6,11 +6,13 @@
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#pragma once
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#include "component/display/material/Material.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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#include "display/Texture.hpp"
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namespace Dawn {
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class SimpleTexturedMaterial : public Material {
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private:
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struct SimpleTexturedShaderData data;
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std::shared_ptr<Texture> texture;
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public:
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/**
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@ -18,12 +20,26 @@ namespace Dawn {
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*/
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struct Color getColor();
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/**
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* Returns the texture of this material.
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*
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* @return The texture of this material.
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*/
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std::shared_ptr<Texture> getTexture();
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/**
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* Sets the texture of this material.
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*
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* @param texture The texture to set.
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*/
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void setTexture(std::shared_ptr<Texture> texture);
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/**
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* Sets the color of this material.
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*
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* @param color The color to set.
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*/
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void setColor(struct Color color);
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void setColor(const struct Color color);
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std::vector<std::shared_ptr<IRenderPass>> getPasses(
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struct RenderPassContext &ctx
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