Confirmed shaders work
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		| @@ -51,11 +51,11 @@ void sandboxGameUpdate(sandboxgame_t *game) { | |||||||
|   ); |   ); | ||||||
|   cameraLookAt(&camera, 0,0,10, 0,0,0); |   cameraLookAt(&camera, 0,0,10, 0,0,0); | ||||||
|  |  | ||||||
|   uint8_t uniView = shaderGetUniform(&game->shader, "u_View"); |   shaderuniform_t uniView = shaderGetUniform(&game->shader, "u_View"); | ||||||
|   uint8_t uniProj = shaderGetUniform(&game->shader, "u_Proj"); |   shaderuniform_t uniProj = shaderGetUniform(&game->shader, "u_Proj"); | ||||||
|   uint8_t uniModel = shaderGetUniform(&game->shader, "u_Modl"); |   shaderuniform_t uniModel = shaderGetUniform(&game->shader, "u_Modl"); | ||||||
|   uint8_t uniColor = shaderGetUniform(&game->shader, "u_Colr"); |   shaderuniform_t uniColor = shaderGetUniform(&game->shader, "u_Colr"); | ||||||
|   uint8_t uniTexture = shaderGetUniform(&game->shader, "u_Text"); |   shaderuniform_t uniTexture = shaderGetUniform(&game->shader, "u_Text"); | ||||||
|    |    | ||||||
|   shaderUse(&game->shader); |   shaderUse(&game->shader); | ||||||
|   shaderUseCamera(&game->shader, uniView, uniProj, &camera); |   shaderUseCamera(&game->shader, uniView, uniProj, &camera); | ||||||
| @@ -64,7 +64,11 @@ void sandboxGameUpdate(sandboxgame_t *game) { | |||||||
|   shaderUsePosition(&game->shader, uniModel, 0,0,0, 0,0,0); |   shaderUsePosition(&game->shader, uniModel, 0,0,0, 0,0,0); | ||||||
|   primitiveDraw(&game->quad, 0, -1); |   primitiveDraw(&game->quad, 0, -1); | ||||||
|  |  | ||||||
|   // sceneRenderEnd(&game->scene); |   sceneRenderEnd(&game->scene, &game->shader, | ||||||
|  |     uniView, uniProj, uniModel, &uniTexture, | ||||||
|  |     &game->shader, | ||||||
|  |     uniView, uniProj, uniModel, uniTexture | ||||||
|  |   ); | ||||||
| } | } | ||||||
|  |  | ||||||
| void sandboxGameDispose(sandboxgame_t *game) { | void sandboxGameDispose(sandboxgame_t *game) { | ||||||
|   | |||||||
| @@ -22,11 +22,21 @@ void sceneRenderStart(scene_t *scene) { | |||||||
| } | } | ||||||
|  |  | ||||||
| void sceneRenderEnd( | void sceneRenderEnd( | ||||||
|   scene_t *scene, shader_t *shaderRenderList, shader_t *shaderBackBuffer |   scene_t *scene, | ||||||
|  |   shader_t *shaderRenderList, | ||||||
|  |   shaderuniform_t listUniformView, shaderuniform_t listUniformProjection, | ||||||
|  |   shaderuniform_t listUniformModel, shaderuniform_t listUniformTextures[], | ||||||
|  |   shader_t *shaderBackBuffer, | ||||||
|  |   shaderuniform_t backUniformView, shaderuniform_t backUniformProjection, | ||||||
|  |   shaderuniform_t backUniformModel, shaderuniform_t backUniformTexture | ||||||
| ) { | ) { | ||||||
|   if(shaderRenderList == NULL || shaderBackBuffer == NULL) return; |   if(shaderRenderList == NULL || shaderBackBuffer == NULL) return; | ||||||
|   // renderListRender(&scene->renderList, shaderRenderList); |   renderListRender(&scene->renderList, shaderRenderList, | ||||||
|   // renderListAsBackbuffer(&scene->renderList, scene->engine, shaderBackBuffer); |     listUniformView, listUniformProjection,listUniformModel, listUniformTextures | ||||||
|  |   ); | ||||||
|  |   renderListAsBackbuffer(&scene->renderList, scene->engine, shaderBackBuffer, | ||||||
|  |     backUniformView, backUniformProjection, backUniformModel, backUniformTexture | ||||||
|  |   ); | ||||||
| } | } | ||||||
|  |  | ||||||
| void sceneDispose(scene_t *scene) { | void sceneDispose(scene_t *scene) { | ||||||
|   | |||||||
| @@ -20,5 +20,13 @@ typedef struct { | |||||||
|  |  | ||||||
| void sceneInit(scene_t *scene, engine_t *engine); | void sceneInit(scene_t *scene, engine_t *engine); | ||||||
| void sceneRenderStart(scene_t *scene); | void sceneRenderStart(scene_t *scene); | ||||||
| void sceneRenderEnd(scene_t *scene); | void sceneRenderEnd( | ||||||
|  |   scene_t *scene, | ||||||
|  |   shader_t *shaderRenderList, | ||||||
|  |   shaderuniform_t listUniformView, shaderuniform_t listUniformProjection, | ||||||
|  |   shaderuniform_t listUniformModel, shaderuniform_t listUniformTextures[], | ||||||
|  |   shader_t *shaderBackBuffer, | ||||||
|  |   shaderuniform_t backUniformView, shaderuniform_t backUniformProjection, | ||||||
|  |   shaderuniform_t backUniformModel, shaderuniform_t backUniformTexture | ||||||
|  | ); | ||||||
| void sceneDispose(scene_t *scene); | void sceneDispose(scene_t *scene); | ||||||
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