Beispiel #1
0
void
shader_init() {
	if (RS) return;

	struct render_state * rs = (struct render_state *) malloc(sizeof(*rs));
	memset(rs, 0 , sizeof(*rs));

	struct render_init_args RA;
	// todo: config these args
	RA.max_buffer = 128;
	RA.max_layout = 4;
	RA.max_target = 128;
	RA.max_texture = 256;
	RA.max_shader = MAX_PROGRAM;

	int rsz = render_size(&RA);
	rs->R = (struct render *)malloc(rsz);
	rs->R = render_init(&RA, rs->R, rsz);
	texture_initrender(rs->R);
	screen_initrender(rs->R);
	label_initrender(rs->R);
	lsprite_initrender(rs->R);
	renderbuffer_initrender(rs->R);

	rs->current_program = -1;
	rs->blendchange = 0;
	render_setblend(rs->R, BLEND_ONE, BLEND_ONE_MINUS_SRC_ALPHA);

	uint16_t idxs[6 * MAX_COMMBINE];
	int i;
	for (i=0;i<MAX_COMMBINE;i++) {
		idxs[i*6] = i*4;
		idxs[i*6+1] = i*4+1;
		idxs[i*6+2] = i*4+2;
		idxs[i*6+3] = i*4;
		idxs[i*6+4] = i*4+2;
		idxs[i*6+5] = i*4+3;
	}
	
	rs->index_buffer = render_buffer_create(rs->R, INDEXBUFFER, idxs, 6 * MAX_COMMBINE, sizeof(uint16_t));
	rs->vertex_buffer = render_buffer_create(rs->R, VERTEXBUFFER, NULL,  4 * MAX_COMMBINE, sizeof(struct vertex));

	struct vertex_attrib va[4] = {
		{ "position", 0, 2, sizeof(float), BUFFER_OFFSET(vp.vx) },
		{ "texcoord", 0, 2, sizeof(uint16_t), BUFFER_OFFSET(vp.tx) },
		{ "color", 0, 4, sizeof(uint8_t), BUFFER_OFFSET(rgba) },
		{ "additive", 0, 4, sizeof(uint8_t), BUFFER_OFFSET(add) },
	};
	rs->layout = render_register_vertexlayout(rs->R, sizeof(va)/sizeof(va[0]), va);
	render_set(rs->R, VERTEXLAYOUT, rs->layout, 0);
	render_set(rs->R, INDEXBUFFER, rs->index_buffer, 0);
	render_set(rs->R, VERTEXBUFFER, rs->vertex_buffer, 0);

	RS = rs;
}
Beispiel #2
0
void
renderbuffer_upload(struct render_buffer *rb) {
	if (rb->vbid == 0) {
		rb->vbid = render_buffer_create(R, VERTEXBUFFER, rb->vb, rb->object * 4, sizeof(struct vertex));
	} else {
		render_buffer_update(R, rb->vbid, rb->vb, rb->object * 4);
	}
}