Render pipeline working.
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@ -19,9 +19,9 @@ void renderInit() {
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glDepthFunc(GL_LEQUAL);
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}
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void renderFrameStart() {
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void renderFrameStart(render_t *render) {
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// Clear the frame buffer.
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frameBufferUse(NULL, true);
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frameBufferUnbind(render, true);
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}
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void renderDispose() {
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@ -15,8 +15,9 @@ void renderInit();
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/**
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* Render a single frame of the render loop. The renderer is not (currently)
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* responsible for render looping.
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* @param render The render manager
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*/
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void renderFrameStart();
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void renderFrameStart(render_t *render);
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/**
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* Cleanup a render context.
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@ -7,7 +7,7 @@
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#include "shader.h"
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void shaderCompile(shader_t *shader,
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void shaderInit(shader_t *shader,
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char *vertexShaderSource, char* fragmentShaderSource
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) {
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int isSuccess, maxLength;
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@ -27,7 +27,7 @@ void shaderCompile(shader_t *shader,
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glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
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printf("Failed to compile vertex shader %s\n", error);
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free(error);
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return NULL;
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return;
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}
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// Now load the Frag shader
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@ -42,7 +42,7 @@ void shaderCompile(shader_t *shader,
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printf("Failed to compile fragment shader %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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return NULL;
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return;
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}
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// Now create the shader program.
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@ -61,7 +61,7 @@ void shaderCompile(shader_t *shader,
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free(error);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return NULL;
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return;
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}
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// Everything is okay, let's create the encapsulated shader.
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@ -79,9 +79,6 @@ void shaderCompile(shader_t *shader,
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// Reset position
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shaderUsePosition(shader, 0, 0, 0, 0, 0, 0);
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// Fetch the uniforms.
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return shader;
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}
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void shaderDispose(shader_t *shader) {
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@ -41,8 +41,6 @@ void textureInit(texture_t *texture, int32_t width, int32_t height,
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return texture;
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}
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void textureBufferPixels(texture_t *texture,
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@ -45,8 +45,6 @@ void tilesetInit(tileset_t *tileset,
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tileset->divisions[i].y1 = tileset->divisions[i].y0 + tdivY;
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}
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}
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return tileset;
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}
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tilesetdiv_t tilesetGetDivision(tileset_t *tileset,int32_t column,int32_t row) {
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