Integrate shaders

This commit is contained in:
korenkonder
2023-12-09 10:39:07 +03:00
parent fd28c4bcf9
commit 4012a5b3c1
21 changed files with 248 additions and 687 deletions
+10 -10
View File
@@ -14,7 +14,7 @@
#include "render.hpp"
#include "render_context.hpp"
#include "render_texture.hpp"
#include "shader_glsl_ft.hpp"
#include "shader_ft.hpp"
#include "sprite.hpp"
#include "stage_param.hpp"
#include "task_effect.hpp"
@@ -343,7 +343,7 @@ namespace rndr {
glClearDLL(GL_COLOR_BUFFER_BIT);
}
}
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
@@ -439,7 +439,7 @@ namespace rndr {
}
draw_pass_sss_filter(sss);
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
@@ -512,7 +512,7 @@ namespace rndr {
glClearDLL(GL_COLOR_BUFFER_BIT);
glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
}
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
@@ -559,7 +559,7 @@ namespace rndr {
glClearDLL(GL_COLOR_BUFFER_BIT);
glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
}
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
@@ -570,7 +570,7 @@ namespace rndr {
for (draw_pre_process& i : pre_process)
if (i.func)
i.func(i.data);
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
@@ -645,7 +645,7 @@ namespace rndr {
gl_state_disable_blend();
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_get_error();
gl_state_end_event();
@@ -831,7 +831,7 @@ namespace rndr {
if (shadow)
draw_pass_3d_shadow_reset();
pass_sprite_surf();
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
}
@@ -923,7 +923,7 @@ namespace rndr {
0, 0, rctx->sprite_width, rctx->sprite_height,
rctx->screen_x_offset, rctx->screen_y_offset,
rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
shader_glsl::unbind();
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
@@ -1244,7 +1244,7 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
gl_state_active_bind_texture_2d(0, v9);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
shader_glsl::unbind();
shader::unbind();
texture_params_restore(&tex_params[0], &tex_params[1], 0);
}