Fixed knulli rendering

This commit is contained in:
2026-03-29 18:53:42 -05:00
parent ef5febdde3
commit 8af961c6d3
2 changed files with 9 additions and 24 deletions

View File

@@ -68,7 +68,6 @@ errorret_t displayInit(void) {
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
errorChain(meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, 3, vertices));
errorOk();
@@ -90,26 +89,7 @@ errorret_t displayUpdate(void) {
SCREEN.background
);
camera_t cam;
cameraInitOrthographic(&cam);
cam.orthographic.right = SCREEN.width;
cam.orthographic.top = SCREEN.height;
cam.orthographic.left = 0;
cam.orthographic.bottom = 0;
mat4 mat;
cameraGetProjectionMatrix(&cam, mat);
errorChain(shaderBind(&SHADER_UNLIT));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, mat));
cameraGetViewMatrix(&cam, mat);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, mat));
glm_mat4_identity(mat);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
textDraw(32, 32, "Hello World", COLOR_WHITE, &DEFAULT_FONT_TILESET, &DEFAULT_FONT_TEXTURE);
spriteBatchFlush();
// errorChain(sceneRender());
errorChain(sceneRender());
// Render UI
// uiRender();

View File

@@ -122,7 +122,7 @@
// Uniforms
"uniform sampler2D u_Texture;\n"
"uniform int u_TextureType;\n"
"uniform vec4 u_Colors[256];\n"// For paletted textures.
"uniform uint u_Colors[256];\n"// For paletted textures.
"uniform int u_ColorCount;\n"
// Fragment shader inputs
"in vec4 v_Color;\n"
@@ -140,8 +140,13 @@
" }\n"
" if(u_TextureType == 2) {\n"// Paletted texture
" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
" int index = int(floor(texColor.r * 255.0));\n"
" vec4 paletteColor = u_Colors[index];\n"
" uint index = uint(floor(texColor.r * 255.0));\n"
" uint palColor = u_Colors[index];\n"
" float r = float((palColor >> 24) & 0xFFu) / 255.0;\n"
" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
" vec4 paletteColor = vec4(r, g, b, a);\n"
" FragColor = paletteColor;\n"
" return;\n"
" }\n"