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