Fixed bugs with render passes.

This commit is contained in:
2021-09-28 10:18:23 -07:00
parent 327db3557e
commit d47a3707ba
6 changed files with 91 additions and 20 deletions

View File

@ -7,12 +7,52 @@
#include "dawngame.h"
shader_t shader;
primitive_t cube;
texture_t texture;
renderitem_t items[32];
int32_t itemCount;
void _renderTest(
renderlist_t *list, renderpass_t *pass, engine_t *engine, int32_t i
) {
shaderUsePosition(pass->shader, 0,0,0, 0,engine->time.current,0);
shaderUseTexture(pass->shader, &texture);
primitiveDraw(&cube, 0, -1);
}
bool dawnGameInit(dawngame_t *game) {
renderListInit(&game->renderList, 512, 512);
assetShaderLoad(&shader, "shaders/textured.vert", "shaders/textured.frag");
assetTextureLoad(&texture, "test_texture.png");
cubeInit(&cube, 1, 1, 1);
items[itemCount++].onRender = &_renderTest;
int32_t passNumber = renderPassAdd(&game->renderList);
renderpass_t *pass = renderListGetPass(&game->renderList, passNumber);
pass->shader = &shader;
return true;
}
void dawnGameUpdate(dawngame_t *game) {
camera_t camera;
cameraPerspective(&camera, 45.0f, 512.0f/512.0f, 0.01f, 100.0f);
cameraLookAt(&camera, 3,3,3, 0,0,0);
// Render First Pass
renderListRenderPass(
&game->renderList, &game->engine, &camera, 0, items, itemCount
);
// Render the list itself.
renderListRender(&game->renderList, &shader);
// Render that to the backbuffer.
renderListAsBackbuffer(&game->renderList, &game->engine, &shader);
}
void dawnGameDispose(dawngame_t *game) {

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@ -8,9 +8,17 @@
#pragma once
#include "../../libs.h"
#include "../../engine/engine.h"
#include "../../display/renderlist.h"
#include "../../display/shader.h"
#include "../../display/texture.h"
#include "../../display/primitives/cube.h"
#include "../../display/primitive.h"
#include "../../file/asset.h"
#include "../../util/dynarray.h"
typedef struct {
engine_t engine;
renderlist_t renderList;
} dawngame_t;
/**

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@ -84,7 +84,7 @@ void pokerUiUpdate(
// Render the VN character
shaderUseCamera(shader, &camera);
shaderUsePosition(shader, 0,0,0, 0,0,0);
// shaderUsePosition(shader, 0,0,0, 0,0,0);
vnCharacterRender(characters + i, shader);
// Increment