Spritebatch cleanup
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@@ -0,0 +1,87 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shaderlist.h"
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#include "display/screen/screen.h"
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#include "assert/assert.h"
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shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT] = {
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[SHADER_LIST_SHADER_UNLIT] = {
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.shader = &SHADER_UNLIT,
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.definition = &SHADER_UNLIT_DEFINITION
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},
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};
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errorret_t shaderListInit() {
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mat4 view, proj, model;
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glm_lookat(
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(vec3){ 0.0f, 0.0f, 1.0f },
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 0.0f, 1.0f, 0.0f },
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view
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);
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glm_perspective(
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glm_rad(45.0f),
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SCREEN.aspect,
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0.1f,
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100.0f,
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proj
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);
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glm_mat4_identity(model);
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for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
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if(i == SHADER_LIST_SHADER_NULL) {
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continue;
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}
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assertNotNull(
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SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
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);
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assertNotNull(
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SHADER_LIST_DEFS[i].definition, "Shader definition cannot be null"
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);
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errorChain(shaderInit(
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SHADER_LIST_DEFS[i].shader, SHADER_LIST_DEFS[i].definition
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));
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errorChain(shaderBind(SHADER_LIST_DEFS[i].shader));
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errorChain(shaderSetMatrix(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_PROJECTION, proj
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));
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errorChain(shaderSetMatrix(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_VIEW, view
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));
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errorChain(shaderSetMatrix(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_MODEL, model
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));
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errorChain(shaderSetTexture(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_TEXTURE, NULL
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));
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errorChain(shaderSetColor(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_COLOR, COLOR_WHITE
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));
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}
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errorOk();
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}
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errorret_t shaderListDispose(void) {
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for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
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if(i == SHADER_LIST_SHADER_NULL) {
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continue;
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}
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assertNotNull(
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SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
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);
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errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader));
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}
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errorOk();
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}
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