added defer.h for better free() use;
to create multiple textures in one array is now possible; swapping textures with mouseclick; added some textures; git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@7 24008968-59e6-ed4c-a10b-0b2c954b24ab
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@@ -1,13 +1,14 @@
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struct PixelShaderInput {
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float4 pos : SV_POSITION;
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float4 uvst : COORDINATES;
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uint tile_type : TILE_TYPE;
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};
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struct PixelShaderOutput {
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float4 color : SV_TARGET;
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};
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Texture2D<float4> tex1 : register(t0);
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Texture2DArray<float4> tex1 : register(t0);
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SamplerState texture_sampler : register(s0);
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@@ -15,7 +16,7 @@ PixelShaderOutput main(PixelShaderInput input) {
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PixelShaderOutput output;
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#if 1
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output.color = tex1.Sample(texture_sampler, input.uvst.xy);
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output.color = tex1.Sample(texture_sampler, float3(input.uvst.xy, input.tile_type));
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#else
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output.color = float4(1, 0, 1, 1);
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#endif
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@@ -6,16 +6,16 @@ struct VertexShaderInput {
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// Per Instance
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float4 pos_size : INSTANCE_POSITION_SIZE;
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uint tile_type : TILE_TYPE;
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};
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struct VertexShaderOutput {
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float4 pos : SV_POSITION;
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float4 uvst : COORDINATES;
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uint tile_type : TILE_TYPE;
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};
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VertexShaderOutput main(VertexShaderInput input) {
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VertexShaderOutput output;
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@@ -47,6 +47,7 @@ VertexShaderOutput main(VertexShaderInput input) {
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output.pos.zw = float2(0, 1);
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output.uvst = input.uvst;
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output.tile_type = input.tile_type;
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return output;
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}
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