Even more refactoring.
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@ -24,7 +24,7 @@ void renderInit() {
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void renderFrameStart(render_t *render) {
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// Clear the frame buffer.
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frameBufferUnbind(render->width, render->height, true);
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renderResetFramebuffer(render);
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}
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void renderDispose() {
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@ -34,4 +34,8 @@ void renderDispose() {
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void renderSetResolution(render_t *render, float width, float height) {
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render->width = width;
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render->height = height;
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}
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void renderResetFramebuffer(render_t *render) {
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frameBufferUnbind(render->width, render->height, true);
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}
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@ -40,4 +40,11 @@ void renderDispose();
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* @param width Width of the display (in pixels).
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* @param height Height of the display (in pixels).
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*/
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void renderSetResolution(render_t *render, float width, float height);
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void renderSetResolution(render_t *render, float width, float height);
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/**
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* Reset the framebuffer back to the original backbuffer.
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*
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* @param render Render to reset the backbuffer to.
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*/
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void renderResetFramebuffer(render_t *render);
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@ -51,7 +51,7 @@ void renderListRenderPass(
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item->onRender(list, renderPass, engine, i);
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}
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frameBufferUnbind(engine->render.width, engine->render.height, false);
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renderResetFramebuffer(&engine->render);
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}
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void renderListRender(renderlist_t *list, engine_t *engine, shader_t *shader) {
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@ -78,6 +78,5 @@ void renderListRender(renderlist_t *list, engine_t *engine, shader_t *shader) {
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primitiveDraw(&list->quad, 0, -1);
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}
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// Unbind the framebuffer.
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frameBufferUnbind(engine->render.width, engine->render.height, false);
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renderResetFramebuffer(&engine->render);
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}
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@ -14,6 +14,7 @@
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#include "../engine/engine.h"
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#include "primitives/quad.h"
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#include "../util/dynarray.h"
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#include "render.h"
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typedef struct {
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framebuffer_t frame;
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