Remove IAMath
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@ -35,8 +35,8 @@ namespace ia::iae
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{
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const auto res = MakeRefPtr<Pipeline_UnlitMesh>();
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const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT, sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 0, 0, 0);
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const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 0, 0, 0);
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const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT, sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 1, 0, 0);
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const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0);
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SDL_GPUColorTargetDescription colorTargets[] = {
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{.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle)}};
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@ -179,23 +179,30 @@ namespace ia::iae
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SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
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}
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VOID Renderer::BindTexture(IN Handle handle, IN INT32 index)
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VOID Renderer::BindTexture(IN Handle handle, IN BOOL flipV, IN BOOL flipH, IN CONST iam::Vec4f &colorOverlay)
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{
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SDL_GPUTextureSamplerBinding binding {
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.texture = (SDL_GPUTexture*)handle,
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.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
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};
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SDL_BindGPUFragmentSamplers(g_renderPass, index, &binding, 1);
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STATIC struct
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{
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iam::Vec4f colorOverlay;
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UINT32 flipV;
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UINT32 flipH;
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} textureState;
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textureState = {colorOverlay, flipV, flipH};
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SDL_GPUTextureSamplerBinding binding{.texture = (SDL_GPUTexture *) handle,
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.sampler = (SDL_GPUSampler *) GPUTexture::GetDefaultSampler()};
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SDL_BindGPUFragmentSamplers(g_renderPass, 0, &binding, 1);
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SDL_PushGPUFragmentUniformData(g_cmdBuffer, 0, &textureState, sizeof(textureState));
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}
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VOID Renderer::Draw(IN Handle vertexBufferHandle, IN INT32 vertexCount)
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VOID Renderer::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN Handle vertexBufferHandle, IN INT32 vertexCount)
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{
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SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0}};
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SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
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SDL_DrawGPUPrimitives(g_renderPass, vertexCount, 1, 0, 0);
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}
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VOID Renderer::Draw(IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount)
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VOID Renderer::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount)
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{
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SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0},
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{.buffer = (SDL_GPUBuffer *) indexBufferHandle, .offset = 0}};
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