Shader working.
This commit is contained in:
@ -21,6 +21,9 @@ void renderInit() {
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}
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void renderUpdate() {
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// Update shader stuff
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shaderManagerUpdate();
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// Hand off to the scene to do its rendering.
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sceneRender();
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}
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@ -12,4 +12,5 @@ target_sources(${DUSK_TARGET_NAME}
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)
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# Subdirs
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add_subdirectory(entityshader)
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add_subdirectory(entityshader)
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add_subdirectory(fragments)
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@ -1,27 +0,0 @@
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#include "../fragments/header.glsl"
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#include "../fragments/transforms.glsl"
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#define ENTITY_TILE_OFFSET_X (MAP_TILE_WIDTH - ENTITY_WIDTH) / 2
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#define ENTITY_TILE_OFFSET_Y (MAP_TILE_HEIGHT - ENTITY_HEIGHT) / 2
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struct Entity {
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int x;
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int y;
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int tileset;
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int tile;
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};
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layout(std140) uniform b_Data {
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Entity entities[MAP_ENTITY_COUNT_MAX];
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int entityCount;
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};
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vec4 entityGetCoordinates(Entity ent) {
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int vx = (ent.x * MAP_TILE_WIDTH) + ENTITY_TILE_OFFSET_X;
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int vy = (ent.y * MAP_TILE_HEIGHT) + ENTITY_TILE_OFFSET_Y;
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return vec4(vx, vy, vx + ENTITY_WIDTH, vy + ENTITY_HEIGHT);
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}
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vec4 entityGetUVs(Entity ent) {
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return tilesetGetUVsByIndex(ent.tileset, ent.tile);
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}
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@ -1,18 +1,11 @@
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#include "entity.glsl"
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#include "../fragments/header.glsl"
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// Inputs from vertex shader
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in vec2 v_TextureCoord;
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flat in int v_Entity;
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// Frag pixel color
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out vec4 FragColor;
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void main() {
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Entity e = entities[v_Entity];
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vec4 textureColor = tilesetGetColor(e.tileset, v_TextureCoord);
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// We remove the pink color as transparent
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if(textureColor.r == 1.0 && textureColor.g == 0.0 && textureColor.b == 1.0) {
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discard;
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}
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FragColor = textureColor;
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FragColor = vec4(1, 1, 1, 1);
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}
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@ -1,35 +1,17 @@
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#include "entity.glsl"
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#include "../fragments/header.glsl"
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#include "../fragments/transforms.glsl"
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#include "../fragments/quad.glsl"
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// Outputs to fragment shader
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out vec2 v_TextureCoord;
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flat out int v_Entity;
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void main() {
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int entityIndex = gl_InstanceID;
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int indiceIndex = gl_VertexID % 6;
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Entity entity = entities[entityIndex];
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vec4 quadPos = entityGetCoordinates(entity);
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vec4 quadUVs = entityGetUVs(entity);
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vec2 vertex;
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vec2 uv;
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if(indiceIndex == 0 || indiceIndex == 4) {
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vertex = quadPos.xy;
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uv = quadUVs.xy;
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} else if(indiceIndex == 1) {
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vertex = quadPos.zy;
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uv = quadUVs.zy;
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} else if(indiceIndex == 2 || indiceIndex == 5) {
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vertex = quadPos.zw;
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uv = quadUVs.zw;
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} else if(indiceIndex == 3) {
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vertex = quadPos.xw;
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uv = quadUVs.xw;
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}
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uint instanceIndex = uint(gl_InstanceID);
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uint indiceIndex = uint(gl_VertexID % 6);
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gl_Position = transforms.projection * transforms.view * vec4(vertex, 0.0, 1.0);
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vec2 vert = quadGetVertice(indiceIndex);
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vec2 uv = quadGetTextureCoordinate(indiceIndex);
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gl_Position = transforms.projection * transforms.view * vec4(vert, 0.0, 1.0);
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v_TextureCoord = uv;
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v_Entity = entityIndex;
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}
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@ -10,6 +10,7 @@
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#include "entityshader.h"
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#include "entity_vert.glsl.h"
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#include "entity_frag.glsl.h"
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#include "display/shader/fragments/transforms.h"
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entityshader_t ENTITY_SHADER;
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@ -23,10 +24,19 @@ void entityShaderInit() {
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);
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// Uniform buffers
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ENTITY_SHADER.transformsBlock = shaderGetBlock(
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&ENTITY_SHADER.shader,
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TRANSFORMS_BLOCK_NAME
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);
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// Uniforms
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}
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void entityShaderUse() {
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shaderUse(&ENTITY_SHADER.shader);
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shaderBufferBindToBlock(&TRANSFORMS_BUFFER, ENTITY_SHADER.transformsBlock);
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}
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void entityShaderDispose() {
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shaderDispose(&ENTITY_SHADER.shader);
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}
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@ -12,7 +12,7 @@ typedef struct {
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shader_t shader;
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// GLuint dataBlock;
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// GLuint transformsBlock;
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GLuint transformsBlock;
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// GLuint tilesetsBlock;
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// GLuint uniformTilesetTextures;
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@ -25,6 +25,11 @@ extern entityshader_t ENTITY_SHADER;
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*/
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void entityShaderInit();
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/**
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* Uses the entity shader.
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*/
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void entityShaderUse();
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/**
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* Disposes of the entity shader.
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*/
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10
src/duskgl/display/shader/fragments/CMakeLists.txt
Normal file
10
src/duskgl/display/shader/fragments/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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# Copyright (c) 2025 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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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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transforms.c
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)
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46
src/duskgl/display/shader/fragments/transforms.c
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46
src/duskgl/display/shader/fragments/transforms.c
Normal file
@ -0,0 +1,46 @@
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/**
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* Copyright (c) 2025 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 "transforms.h"
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#include "display/window.h"
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shaderbuffer_t TRANSFORMS_BUFFER;
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transformsdata_t TRANSFORMS_DATA;
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void transformsInit() {
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shaderBufferInit(&TRANSFORMS_BUFFER, sizeof(transformsdata_t));
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glm_mat4_identity(TRANSFORMS_DATA.projection);
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glm_mat4_identity(TRANSFORMS_DATA.view);
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}
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void transformsUpdate() {
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TRANSFORMS_DATA.resolution[0] = WINDOW_WIDTH;
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TRANSFORMS_DATA.resolution[1] = WINDOW_HEIGHT;
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glm_perspective(
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glm_rad(45.0f),
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TRANSFORMS_DATA.resolution[0] / TRANSFORMS_DATA.resolution[1],
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0.1f,
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100.0f,
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TRANSFORMS_DATA.projection
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);
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glm_lookat(
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(vec3){ 3, 3, 3 },
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(vec3){ 0, 0, 0 },
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(vec3){ 0, 1, 0 },
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TRANSFORMS_DATA.view
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);
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shaderBufferBind(&TRANSFORMS_BUFFER);
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shaderBufferSetData(&TRANSFORMS_BUFFER, &TRANSFORMS_DATA);
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}
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void transformsDispose() {
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shaderBufferDispose(&TRANSFORMS_BUFFER);
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}
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@ -16,11 +16,11 @@ layout(std140) uniform b_Transforms {
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};
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vec2 transformDisplayGetSize() {
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return vec2(DISPLAY_WIDTH, DISPLAY_HEIGHT);
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return vec2(SCREEN_WIDTH, SCREEN_HEIGHT);
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}
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float transformDisplayGetAspectRatio() {
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return (float(DISPLAY_WIDTH) / float(DISPLAY_HEIGHT));
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return (float(SCREEN_WIDTH) / float(SCREEN_HEIGHT));
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}
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vec2 transformResolutionGetSize() {
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35
src/duskgl/display/shader/fragments/transforms.h
Normal file
35
src/duskgl/display/shader/fragments/transforms.h
Normal file
@ -0,0 +1,35 @@
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/**
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* Copyright (c) 2025 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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#pragma once
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#include "display/shader/shaderbuffer.h"
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#define TRANSFORMS_BLOCK_NAME "b_Transforms"
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typedef struct {
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mat4 projection;
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mat4 view;
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vec2 resolution;
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} transformsdata_t;
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extern shaderbuffer_t TRANSFORMS_BUFFER;
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extern transformsdata_t TRANSFORMS_DATA;
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/**
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* Initializes the transforms buffer and data.
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*/
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void transformsInit();
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/**
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* Updates the transforms buffer with the current data.
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*/
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void transformsUpdate();
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/**
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* Destroys the transforms buffer.
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*/
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void transformsDispose();
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@ -6,11 +6,26 @@
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*/
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#include "shadermanager.h"
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#include "display/shader/fragments/transforms.h"
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#include "display/shader/entityshader/entityshader.h"
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void shaderManagerInit() {
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// Initialize the shader buffers
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transformsInit();
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// Initialize the shaders
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entityShaderInit();
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}
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void shaderManagerUpdate() {
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// Update shader buffers
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transformsUpdate();
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}
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void shaderManagerDispose() {
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// Dispose the shaders
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entityShaderDispose();
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// Dispose the shader buffers
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transformsDispose();
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}
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@ -6,17 +6,17 @@
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*/
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#pragma once
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#include "duskgl.h"
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// typedef struct {
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// } shadermanager_t;
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/**
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* Initializes the Shader Manager
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*/
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void shaderManagerInit();
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/**
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* Updates the Shader Manager
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*/
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void shaderManagerUpdate();
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/**
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* Disposes of the Shader Manager
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*/
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@ -6,7 +6,10 @@
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*/
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#include "overworld/overworld.h"
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#include "display/quad.h"
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#include "display/shader/entityshader/entityshader.h"
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void overworldRender() {
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entityShaderUse();
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quadRender(1);
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}
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@ -9,8 +9,8 @@
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#include "duskglfw.h"
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#include "display/displaydefs.h"
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#define WINDOW_WIDTH_DEFAULT SCREEN_WIDTH*4
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#define WINDOW_HEIGHT_DEFAULT SCREEN_HEIGHT*4
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#define WINDOW_WIDTH_DEFAULT SCREEN_WIDTH*3
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#define WINDOW_HEIGHT_DEFAULT SCREEN_HEIGHT*3
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extern GLFWwindow* window;
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extern int32_t WINDOW_WIDTH;
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