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cleaning up cmake defines; adding a Win32 Platform Backend
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@ -15,9 +15,7 @@ namespace
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// TODO:
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// This shader needs to be graphics API agnostic
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#ifdef BLAH_USE_OPENGL
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const ShaderData shader_data = {
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const ShaderData opengl_shader_data = {
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// vertex shader
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#ifdef __EMSCRIPTEN__
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"#version 300 es\n"
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@ -62,8 +60,6 @@ namespace
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"}"
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};
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#elif BLAH_USE_D3D11
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const char* d3d11_shader = ""
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"cbuffer constants : register(b0)\n"
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"{\n"
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@ -110,7 +106,7 @@ namespace
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" input.mask.z * input.color;\n"
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"}\n";
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const ShaderData shader_data = {
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const ShaderData d3d11_shader_data = {
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d3d11_shader,
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d3d11_shader,
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{
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@ -121,10 +117,6 @@ namespace
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}
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};
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#else
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const ShaderData shader_data;
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#endif
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const VertexFormat format = VertexFormat(
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{
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{ 0, VertexType::Float2, false },
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@ -384,7 +376,12 @@ void Batch::render(const FrameBufferRef& target, const Mat4x4& matrix)
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m_mesh = Mesh::create();
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if (!m_default_shader)
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m_default_shader = Shader::create(shader_data);
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{
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if (App::renderer() == Renderer::OpenGL)
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m_default_shader = Shader::create(opengl_shader_data);
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else if (App::renderer() == Renderer::D3D11)
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m_default_shader = Shader::create(d3d11_shader_data);
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}
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if (!m_default_material)
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m_default_material = Material::create(m_default_shader);
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