mirror of
https://github.com/NoelFB/blah.git
synced 2025-09-13 13:24:26 +08:00
moved Sprite Batcher's default shader to Renderer; no longer a global var
This commit is contained in:
73
src/app.cpp
73
src/app.cpp
@ -17,51 +17,11 @@ using namespace Blah;
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namespace
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{
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// A dummy Frame Buffer that represents the Back Buffer
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// it doesn't actually contain any textures or details.
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class BackBuffer final : public Target
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{
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Attachments empty_textures;
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Attachments& textures() override
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{
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BLAH_ASSERT(false, "Backbuffer doesn't have any textures");
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return empty_textures;
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}
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const Attachments& textures() const override
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{
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BLAH_ASSERT(false, "Backbuffer doesn't have any textures");
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return empty_textures;
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}
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int width() const override
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{
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int w, h;
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Platform::get_draw_size(&w, &h);
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return w;
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}
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int height() const override
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{
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int w, h;
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Platform::get_draw_size(&w, &h);
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return h;
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}
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void clear(Color color, float depth, u8 stencil, ClearMask mask) override
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{
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if (Renderer::instance)
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Renderer::instance->clear_backbuffer(color, depth, stencil, mask);
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}
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};
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Config app_config;
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bool app_is_running = false;
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bool app_is_exiting = false;
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u64 app_time_last;
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u64 app_time_accumulator = 0;
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TargetRef app_backbuffer;
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void app_iterate()
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{
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@ -135,6 +95,25 @@ namespace
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}
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}
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// A dummy Frame Buffer that represents the Back Buffer
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// it doesn't actually contain any textures or details.
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class BackBuffer final : public Target
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{
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public:
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Attachments empty_textures;
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Attachments& textures() override { BLAH_ASSERT(false, "Backbuffer doesn't have any textures"); return empty_textures; }
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const Attachments& textures() const override { BLAH_ASSERT(false, "Backbuffer doesn't have any textures"); return empty_textures; }
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int width() const override { int w, h; Platform::get_draw_size(&w, &h); return w; }
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int height() const override { int w, h; Platform::get_draw_size(&w, &h); return h; }
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void clear(Color color, float depth, u8 stencil, ClearMask mask) override
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{
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BLAH_ASSERT_RENDERER();
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if (Renderer::instance) Renderer::instance->clear_backbuffer(color, depth, stencil, mask);
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}
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};
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BackBuffer app_backbuffer;
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TargetRef app_backbuffer_ref = TargetRef(&app_backbuffer);
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}
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bool App::run(const Config* c)
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@ -160,7 +139,6 @@ bool App::run(const Config* c)
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// default values
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app_is_running = true;
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app_is_exiting = false;
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app_backbuffer = TargetRef(new BackBuffer());
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// initialize the system
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if (!Platform::init(app_config))
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@ -223,13 +201,12 @@ bool App::run(const Config* c)
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Renderer::instance->shutdown();
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Platform::shutdown();
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delete Renderer::instance;
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Renderer::instance = nullptr;
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// clear static state
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app_is_running = false;
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app_is_exiting = false;
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app_backbuffer = nullptr;
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delete Renderer::instance;
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Renderer::instance = nullptr;
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Time::ticks = 0;
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Time::seconds = 0;
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@ -308,8 +285,8 @@ void App::set_size(Point point)
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Point App::get_backbuffer_size()
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{
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BLAH_ASSERT_RUNNING();
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if (app_backbuffer)
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return Point(app_backbuffer->width(), app_backbuffer->height());
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if (Renderer::instance)
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return Point(app_backbuffer.width(), app_backbuffer.height());
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return Point(0, 0);
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}
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@ -341,7 +318,7 @@ const RendererFeatures& App::renderer()
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const TargetRef& App::backbuffer()
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{
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BLAH_ASSERT_RUNNING();
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return app_backbuffer;
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return app_backbuffer_ref;
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}
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void System::open_url(const char* url)
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@ -6,117 +6,13 @@
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#include <blah/graphics/material.h>
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#include <blah/numerics/calc.h>
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#include <blah/app.h>
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#include "../internal/renderer.h"
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#include <cmath>
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using namespace Blah;
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namespace
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{
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// TODO:
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// This shader needs to be graphics API agnostic
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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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#else
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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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"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=2) in vec4 a_color;\n"
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"layout(location=3) in vec4 a_type;\n"
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"out vec2 v_tex;\n"
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"out vec4 v_col;\n"
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"out vec4 v_type;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = u_matrix * vec4(a_position.xy, 0, 1);\n"
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" v_tex = a_tex;\n"
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" v_col = a_color;\n"
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" v_type = a_type;\n"
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"}",
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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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#endif
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"uniform sampler2D u_texture;\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_type;\n"
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"out vec4 o_color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 color = texture(u_texture, v_tex);\n"
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" o_color = \n"
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" v_type.x * color * v_col + \n"
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" v_type.y * color.a * v_col + \n"
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" v_type.z * v_col;\n"
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"}"
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};
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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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" row_major float4x4 u_matrix;\n"
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"}\n"
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"struct vs_in\n"
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"{\n"
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" float2 position : POS;\n"
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" float2 texcoord : TEX;\n"
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" float4 color : COL;\n"
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" float4 mask : MASK;\n"
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"};\n"
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"struct vs_out\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 texcoord : TEX;\n"
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" float4 color : COL;\n"
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" float4 mask : MASK;\n"
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"};\n"
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"Texture2D u_texture : register(t0);\n"
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"SamplerState u_texture_sampler : register(s0);\n"
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"vs_out vs_main(vs_in input)\n"
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"{\n"
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" vs_out output;\n"
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" output.position = mul(float4(input.position, 0.0f, 1.0f), u_matrix);\n"
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" output.texcoord = input.texcoord;\n"
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" output.color = input.color;\n"
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" output.mask = input.mask;\n"
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" return output;\n"
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"}\n"
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"float4 ps_main(vs_out input) : SV_TARGET\n"
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"{\n"
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" float4 color = u_texture.Sample(u_texture_sampler, input.texcoord);\n"
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" return\n"
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" input.mask.x * color * input.color + \n"
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" input.mask.y * color.a * input.color + \n"
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" input.mask.z * input.color;\n"
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"}\n";
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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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{ "POS", 0 },
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{ "TEX", 0 },
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{ "COL", 0 },
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{ "MASK", 0 },
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}
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};
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const VertexFormat format = VertexFormat(
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{
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{ 0, VertexType::Float2, false },
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@ -124,11 +20,8 @@ namespace
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{ 2, VertexType::UByte4, true },
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{ 3, VertexType::UByte4, true },
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});
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}
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namespace
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{
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static Vec2f batch_shape_intersection(const Vec2f& p0, const Vec2f& p1, const Vec2f& q0, const Vec2f& q1)
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Vec2f batch_shape_intersection(const Vec2f& p0, const Vec2f& p1, const Vec2f& q0, const Vec2f& q1)
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{
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const auto aa = p1 - p0;
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const auto bb = q0 - q1;
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@ -208,21 +101,6 @@ do { \
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INSERT_BATCH(); \
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m_batch.variable = variable;
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ShaderRef Batch::m_default_shader;
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Batch::Batch()
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{
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texture_uniform = "u_texture";
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sampler_uniform = "u_texture_sampler";
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matrix_uniform = "u_matrix";
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clear();
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}
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Batch::~Batch()
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{
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dispose();
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}
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void Batch::push_matrix(const Mat3x2f& matrix, bool absolute)
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{
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m_matrix_stack.push_back(m_matrix);
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@ -407,16 +285,11 @@ void Batch::render(const TargetRef& target, const Mat4x4f& matrix)
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if (!m_mesh)
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m_mesh = Mesh::create();
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if (!m_default_shader)
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{
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if (App::renderer().type == RendererType::OpenGL)
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m_default_shader = Shader::create(opengl_shader_data);
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else if (App::renderer().type == RendererType::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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{
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BLAH_ASSERT_RENDERER();
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m_default_material = Material::create(Renderer::instance->default_batcher_shader);
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}
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}
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// upload data
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@ -72,7 +72,7 @@ namespace Blah
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wglDeleteContext_fn delete_context;
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wglMakeCurrent_fn make_current;
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} gl;
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};
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} g_platform;
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// Win32 File Class
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class Win32File : public File
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@ -187,8 +187,6 @@ namespace Blah
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using namespace Blah;
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namespace fs = std::filesystem;
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static Blah::Win32Platform g_platform;
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bool Platform::init(const Config& config)
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{
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// clear platform
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@ -22,6 +22,9 @@ namespace Blah
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// Renderer Features
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RendererFeatures features;
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// Default Shader for the Batcher
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ShaderRef default_batcher_shader;
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virtual ~Renderer() = default;
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// Initialize the Graphics
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@ -20,6 +20,63 @@
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namespace Blah
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{
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const char* d3d11_batch_shader = ""
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"cbuffer constants : register(b0)\n"
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"{\n"
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" row_major float4x4 u_matrix;\n"
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"}\n"
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"struct vs_in\n"
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"{\n"
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" float2 position : POS;\n"
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" float2 texcoord : TEX;\n"
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" float4 color : COL;\n"
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" float4 mask : MASK;\n"
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"};\n"
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"struct vs_out\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 texcoord : TEX;\n"
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" float4 color : COL;\n"
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" float4 mask : MASK;\n"
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"};\n"
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"Texture2D u_texture : register(t0);\n"
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"SamplerState u_texture_sampler : register(s0);\n"
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"vs_out vs_main(vs_in input)\n"
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"{\n"
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" vs_out output;\n"
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" output.position = mul(float4(input.position, 0.0f, 1.0f), u_matrix);\n"
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" output.texcoord = input.texcoord;\n"
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" output.color = input.color;\n"
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" output.mask = input.mask;\n"
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" return output;\n"
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"}\n"
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"float4 ps_main(vs_out input) : SV_TARGET\n"
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"{\n"
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" float4 color = u_texture.Sample(u_texture_sampler, input.texcoord);\n"
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" return\n"
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" input.mask.x * color * input.color + \n"
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" input.mask.y * color.a * input.color + \n"
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" input.mask.z * input.color;\n"
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"}\n";
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const ShaderData d3d11_batch_shader_data = {
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d3d11_batch_shader,
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d3d11_batch_shader,
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{
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{ "POS", 0 },
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{ "TEX", 0 },
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{ "COL", 0 },
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{ "MASK", 0 },
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}
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};
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class D3D11_Shader;
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class Renderer_D3D11 : public Renderer
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@ -787,6 +844,9 @@ namespace Blah
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}
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}
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// create default sprite batch shader
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default_batcher_shader = Shader::create(d3d11_batch_shader_data);
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return true;
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}
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@ -343,6 +343,51 @@ typedef void (APIENTRY* DEBUGPROC)(GLenum source,
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namespace Blah
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{
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const ShaderData opengl_batch_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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#else
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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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"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=2) in vec4 a_color;\n"
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"layout(location=3) in vec4 a_type;\n"
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"out vec2 v_tex;\n"
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"out vec4 v_col;\n"
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"out vec4 v_type;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = u_matrix * vec4(a_position.xy, 0, 1);\n"
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" v_tex = a_tex;\n"
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" v_col = a_color;\n"
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" v_type = a_type;\n"
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"}",
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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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#endif
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"uniform sampler2D u_texture;\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_type;\n"
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"out vec4 o_color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 color = texture(u_texture, v_tex);\n"
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" o_color = \n"
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" v_type.x * color * v_col + \n"
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" v_type.y * color.a * v_col + \n"
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" v_type.z * v_col;\n"
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"}"
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};
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class Renderer_OpenGL : public Renderer
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{
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public:
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@ -1158,6 +1203,9 @@ namespace Blah
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features.origin_bottom_left = true;
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features.max_texture_size = max_texture_size;
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// create the default batch shader
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default_batcher_shader = Shader::create(opengl_batch_shader_data);
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return true;
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}
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