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Emscripten build
This commit is contained in:
parent
63466dc2ea
commit
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@ -89,13 +89,16 @@ endif()
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# Link and create SDL2 Definition if we're using it
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# Link and create SDL2 Definition if we're using it
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if (SDL2_ENABLED)
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if (SDL2_ENABLED)
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add_compile_definitions(BLAH_USE_SDL2)
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add_compile_definitions(BLAH_USE_SDL2)
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if (${CMAKE_SYSTEM_NAME} MATCHES "Emscripten")
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if (NOT DEFINED SDL2_INCLUDE_DIRS OR NOT DEFINED SDL2_LIBRARIES)
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set_target_properties(blah PROPERTIES COMPILE_FLAGS "-s USE_SDL=2")
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find_package(SDL2 REQUIRED)
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else()
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if (NOT DEFINED SDL2_INCLUDE_DIRS OR NOT DEFINED SDL2_LIBRARIES)
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find_package(SDL2 REQUIRED)
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endif()
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target_include_directories(blah PUBLIC "$<BUILD_INTERFACE:${SDL2_INCLUDE_DIRS}>")
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set(LIBS ${LIBS} ${SDL2_LIBRARIES})
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endif()
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endif()
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target_include_directories(blah PUBLIC "$<BUILD_INTERFACE:${SDL2_INCLUDE_DIRS}>")
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set(LIBS ${LIBS} ${SDL2_LIBRARIES})
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endif()
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endif()
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target_link_libraries(blah PUBLIC ${LIBS})
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target_link_libraries(blah PUBLIC ${LIBS})
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163
src/core/app.cpp
163
src/core/app.cpp
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@ -7,13 +7,20 @@
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#include "../internal/graphics_backend.h"
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#include "../internal/graphics_backend.h"
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#include "../internal/input_backend.h"
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#include "../internal/input_backend.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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using namespace Blah;
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using namespace Blah;
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namespace
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namespace
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{
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{
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Config app_config;
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static Config app_config;
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bool app_is_running = false;
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static bool app_is_running = false;
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bool app_is_exiting = false;
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static bool app_is_exiting = false;
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static uint64_t time_last;
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static uint64_t time_accumulator = 0;
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}
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}
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Config::Config()
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Config::Config()
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@ -34,6 +41,79 @@ Config::Config()
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on_error = nullptr;
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on_error = nullptr;
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}
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}
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namespace {
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void loop_iteration() {
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// poll system events
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PlatformBackend::frame();
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// update at a fixed timerate
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// TODO: allow a non-fixed step update?
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{
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uint64_t time_target = (uint64_t)((1.0f / app_config.target_framerate) * 1000);
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uint64_t time_curr = PlatformBackend::time();
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uint64_t time_diff = time_curr - time_last;
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time_last = time_curr;
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time_accumulator += time_diff;
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// do not let us run too fast
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while (time_accumulator < time_target)
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{
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PlatformBackend::sleep((int)(time_target - time_accumulator));
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time_curr = PlatformBackend::time();
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time_diff = time_curr - time_last;
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time_last = time_curr;
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time_accumulator += time_diff;
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}
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// Do not allow us to fall behind too many updates
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// (otherwise we'll get spiral of death)
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uint64_t time_maximum = app_config.max_updates * time_target;
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if (time_accumulator > time_maximum)
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time_accumulator = time_maximum;
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// do as many updates as we can
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while (time_accumulator >= time_target)
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{
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time_accumulator -= time_target;
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Time::delta = (1.0f / app_config.target_framerate);
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if (Time::pause_timer > 0)
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{
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Time::pause_timer -= Time::delta;
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if (Time::pause_timer <= -0.0001f)
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Time::delta = -Time::pause_timer;
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else
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continue;
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}
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Time::milliseconds += time_target;
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Time::previous_elapsed = Time::elapsed;
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Time::elapsed += Time::delta;
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InputBackend::frame();
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GraphicsBackend::frame();
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if (app_config.on_update != nullptr)
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app_config.on_update();
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}
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}
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// render
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{
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GraphicsBackend::before_render();
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if (app_config.on_render != nullptr)
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app_config.on_render();
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GraphicsBackend::after_render();
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PlatformBackend::present();
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}
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}
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} // namespace
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bool App::run(const Config* c)
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bool App::run(const Config* c)
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{
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{
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BLAH_ASSERT(!app_is_running, "The Application is already running");
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BLAH_ASSERT(!app_is_running, "The Application is already running");
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@ -68,83 +148,20 @@ bool App::run(const Config* c)
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if (app_config.on_startup != nullptr)
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if (app_config.on_startup != nullptr)
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app_config.on_startup();
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app_config.on_startup();
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uint64_t time_last = PlatformBackend::time();
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time_last = PlatformBackend::time();
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uint64_t time_accumulator = 0;
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time_accumulator = 0;
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// display window
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// display window
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PlatformBackend::ready();
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PlatformBackend::ready();
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop_iteration, 0, 1);
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#else
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while (!app_is_exiting)
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while (!app_is_exiting)
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{
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{
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// poll system events
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loop_iteration();
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PlatformBackend::frame();
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// update at a fixed timerate
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// TODO: allow a non-fixed step update?
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{
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uint64_t time_target = (uint64_t)((1.0f / app_config.target_framerate) * 1000);
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uint64_t time_curr = PlatformBackend::time();
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uint64_t time_diff = time_curr - time_last;
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time_last = time_curr;
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time_accumulator += time_diff;
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// do not let us run too fast
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while (time_accumulator < time_target)
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{
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PlatformBackend::sleep((int)(time_target - time_accumulator));
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time_curr = PlatformBackend::time();
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time_diff = time_curr - time_last;
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time_last = time_curr;
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time_accumulator += time_diff;
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}
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// Do not allow us to fall behind too many updates
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// (otherwise we'll get spiral of death)
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uint64_t time_maximum = app_config.max_updates * time_target;
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if (time_accumulator > time_maximum)
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time_accumulator = time_maximum;
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// do as many updates as we can
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while (time_accumulator >= time_target)
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{
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time_accumulator -= time_target;
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Time::delta = (1.0f / app_config.target_framerate);
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if (Time::pause_timer > 0)
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{
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Time::pause_timer -= Time::delta;
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if (Time::pause_timer <= -0.0001f)
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Time::delta = -Time::pause_timer;
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else
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continue;
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}
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Time::milliseconds += time_target;
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Time::previous_elapsed = Time::elapsed;
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Time::elapsed += Time::delta;
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InputBackend::frame();
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GraphicsBackend::frame();
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if (app_config.on_update != nullptr)
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app_config.on_update();
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}
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}
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// render
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{
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GraphicsBackend::before_render();
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if (app_config.on_render != nullptr)
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app_config.on_render();
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GraphicsBackend::after_render();
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PlatformBackend::present();
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}
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}
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}
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#endif
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// shutdown
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// shutdown
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if (app_config.on_shutdown != nullptr)
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if (app_config.on_shutdown != nullptr)
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@ -19,7 +19,11 @@ namespace
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const ShaderData shader_data = {
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const ShaderData shader_data = {
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// vertex shader
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// vertex shader
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#ifdef __EMSCRIPTEN__
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"#version 300 es\n"
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#else
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"#version 330\n"
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"#version 330\n"
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#endif
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"uniform mat4 u_matrix;\n"
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"uniform mat4 u_matrix;\n"
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"layout(location=0) in vec2 a_position;\n"
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"layout(location=0) in vec2 a_position;\n"
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"layout(location=1) in vec2 a_tex;\n"
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"layout(location=1) in vec2 a_tex;\n"
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"}",
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"}",
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// fragment shader
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// fragment shader
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#ifdef __EMSCRIPTEN__
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"#version 300 es\n"
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"precision mediump float;\n"
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#else
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"#version 330\n"
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"#version 330\n"
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#endif
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"uniform sampler2D u_texture;\n"
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"uniform sampler2D u_texture;\n"
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"in vec2 v_tex;\n"
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"in vec2 v_tex;\n"
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"in vec4 v_col;\n"
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"in vec4 v_col;\n"
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{
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{
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flags |= SDL_WINDOW_OPENGL;
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flags |= SDL_WINDOW_OPENGL;
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#ifdef __EMSCRIPTEN__
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#else
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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@ -93,6 +97,7 @@ bool PlatformBackend::init(const Config* config)
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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#endif
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}
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}
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// enable DirectX
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// enable DirectX
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else if (App::renderer() == Renderer::D3D11)
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else if (App::renderer() == Renderer::D3D11)
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@ -140,9 +145,11 @@ bool PlatformBackend::init(const Config* config)
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void PlatformBackend::ready()
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void PlatformBackend::ready()
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{
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{
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#ifndef __EMSCRIPTEN__
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// enable V-Sync
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// enable V-Sync
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if (App::renderer() == Renderer::OpenGL)
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if (App::renderer() == Renderer::OpenGL)
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SDL_GL_SetSwapInterval(1);
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SDL_GL_SetSwapInterval(1);
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#endif
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}
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}
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void PlatformBackend::shutdown()
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void PlatformBackend::shutdown()
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