Render pipeline working.

This commit is contained in:
2021-05-20 22:47:26 -07:00
parent f6a4be2f3c
commit 8fbf353cd9
11 changed files with 53 additions and 41 deletions

View File

@ -19,9 +19,9 @@ void renderInit() {
glDepthFunc(GL_LEQUAL);
}
void renderFrameStart() {
void renderFrameStart(render_t *render) {
// Clear the frame buffer.
frameBufferUse(NULL, true);
frameBufferUnbind(render, true);
}
void renderDispose() {

View File

@ -15,8 +15,9 @@ void renderInit();
/**
* Render a single frame of the render loop. The renderer is not (currently)
* responsible for render looping.
* @param render The render manager
*/
void renderFrameStart();
void renderFrameStart(render_t *render);
/**
* Cleanup a render context.

View File

@ -7,7 +7,7 @@
#include "shader.h"
void shaderCompile(shader_t *shader,
void shaderInit(shader_t *shader,
char *vertexShaderSource, char* fragmentShaderSource
) {
int isSuccess, maxLength;
@ -27,7 +27,7 @@ void shaderCompile(shader_t *shader,
glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
printf("Failed to compile vertex shader %s\n", error);
free(error);
return NULL;
return;
}
// Now load the Frag shader
@ -42,7 +42,7 @@ void shaderCompile(shader_t *shader,
printf("Failed to compile fragment shader %s\n", error);
free(error);
glDeleteShader(shaderVertex);
return NULL;
return;
}
// Now create the shader program.
@ -61,7 +61,7 @@ void shaderCompile(shader_t *shader,
free(error);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return NULL;
return;
}
// Everything is okay, let's create the encapsulated shader.
@ -79,9 +79,6 @@ void shaderCompile(shader_t *shader,
// Reset position
shaderUsePosition(shader, 0, 0, 0, 0, 0, 0);
// Fetch the uniforms.
return shader;
}
void shaderDispose(shader_t *shader) {

View File

@ -41,8 +41,6 @@ void textureInit(texture_t *texture, int32_t width, int32_t height,
}
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
void textureBufferPixels(texture_t *texture,

View File

@ -45,8 +45,6 @@ void tilesetInit(tileset_t *tileset,
tileset->divisions[i].y1 = tileset->divisions[i].y0 + tdivY;
}
}
return tileset;
}
tilesetdiv_t tilesetGetDivision(tileset_t *tileset,int32_t column,int32_t row) {