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https://github.com/enduro2d/enduro2d.git
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render target first impl
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@@ -9,36 +9,38 @@ using namespace e2d;
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namespace
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{
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const char* vs_source_cstr =
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"#version 120 \n"
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" \n"
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"attribute vec3 a_position; \n"
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"attribute vec2 a_uv; \n"
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"attribute vec4 a_color; \n"
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" \n"
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"uniform mat4 u_MVP; \n"
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" \n"
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"varying vec4 v_color; \n"
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"varying vec2 v_uv; \n"
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" \n"
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"void main(){ \n"
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" v_color = a_color; \n"
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" v_uv = a_uv; \n"
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" \n"
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" gl_Position = vec4(a_position, 1.0) * u_MVP; \n"
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"} \n";
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const char* vs_source_cstr = R"glsl(
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#version 120
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const char* fs_source_cstr =
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"#version 120 \n"
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" \n"
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"uniform sampler2D u_texture; \n"
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"varying vec4 v_color; \n"
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"varying vec2 v_uv; \n"
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" \n"
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"void main(){ \n"
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" vec2 uv = vec2(v_uv.s, 1.0 - v_uv.t); \n"
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" gl_FragColor = v_color * texture2D(u_texture, uv); \n"
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"} \n";
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attribute vec3 a_position;
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attribute vec2 a_uv;
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attribute vec4 a_color;
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uniform mat4 u_MVP;
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varying vec4 v_color;
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varying vec2 v_uv;
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void main(){
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v_color = a_color;
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v_uv = a_uv;
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gl_Position = vec4(a_position, 1.0) * u_MVP;
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}
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)glsl";
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const char* fs_source_cstr = R"glsl(
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#version 120
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uniform sampler2D u_texture;
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varying vec4 v_color;
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varying vec2 v_uv;
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void main(){
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vec2 uv = vec2(v_uv.s, 1.0 - v_uv.t);
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gl_FragColor = v_color * texture2D(u_texture, uv);
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}
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)glsl";
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struct vertex1 {
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v3f position;
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@@ -182,7 +184,7 @@ int e2d_main() {
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const auto indices = generate_cube_indices();
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const auto index_buffer = the<render>().create_index_buffer(
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buffer(indices.data(), indices.size() * sizeof(indices[0])),
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index_declaration(index_declaration::index_type::unsigned_byte),
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index_declaration::index_type::unsigned_byte,
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index_buffer::usage::static_draw);
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const auto vertices1 = generate_cube_vertices(make_vec3(1.f));
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