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2 Commits
1c5e50cc4d
...
e56ff20e2d
| Author | SHA1 | Date | |
|---|---|---|---|
| e56ff20e2d | |||
| 55d44f229d |
@@ -30,6 +30,11 @@ errorret_t displayInit(void) {
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#ifdef displayPlatformInit
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errorChain(displayPlatformInit());
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#endif
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errorChain(quadInit());
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errorChain(frameBufferInitBackBuffer());
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errorChain(spriteBatchInit());
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errorChain(textInit());
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errorChain(screenInit());
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// Setup initial shader with default values
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errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
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@@ -45,11 +50,6 @@ errorret_t displayInit(void) {
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
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errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
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errorChain(quadInit());
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errorChain(frameBufferInitBackBuffer());
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errorChain(spriteBatchInit());
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errorChain(textInit());
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errorChain(screenInit());
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errorOk();
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}
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@@ -47,7 +47,6 @@ errorret_t textDrawChar(
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vec4 uv;
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tilesetTileGetUV(tileset, tileIndex, uv);
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errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture));
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errorChain(spriteBatchPush(
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// texture,
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@@ -74,6 +73,8 @@ errorret_t textDraw(
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float_t posX = x;
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float_t posY = y;
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// errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture));
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char_t c;
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int32_t i = 0;
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while((c = text[i++]) != '\0') {
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@@ -232,6 +232,8 @@ errorret_t shaderSetTextureGL(
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errorChain(errorGLCheck());
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glBindTexture(GL_TEXTURE_2D, texture->id);
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errorChain(errorGLCheck());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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errorChain(errorGLCheck());
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#else
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if(shader->setTexture == NULL) {
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@@ -25,8 +25,8 @@ errorret_t textureInitGL(
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switch(format) {
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case TEXTURE_FORMAT_RGBA:
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
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GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
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);
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errorChain(errorGLCheck());
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break;
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@@ -78,10 +78,6 @@ errorret_t textureInitGL(
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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errorChain(errorGLCheck());
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#ifdef DUSK_OPENGL_LEGACY
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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#endif
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glBindTexture(GL_TEXTURE_2D, 0);
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errorChain(errorGLCheck());
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