remove vertex_buffer and index_buffer for characters and character shadows
refactor world shader vertex position calculation
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+2
-33
@@ -44,8 +44,6 @@ static R_Buffer view_projection_matrix_buffer;
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static R_Buffer per_frame_buffer;
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static R_Buffer tint_color_buffer;
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static R_Buffer vertex_buffer;
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static R_Buffer index_buffer;
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static R_Buffer player_instance_buffer;
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static R_Buffer tile_uvs_buffer;
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@@ -170,23 +168,6 @@ enum Settings_Category {
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SETTINGS_AUDIO,
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};
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struct Vertex {
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vec3 pos;
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vec2 uv;
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};
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static Vertex vertices[] = {
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{{ -0.5f, 0.5f, 0.0f }, { 0.0f, 0.0f }},
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{{ -0.5f, -0.5f, 0.0f }, { 0.0f, 1.0f }},
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{{ 0.5f, -0.5f, 0.0f }, { 1.0f, 1.0f }},
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{{ 0.5f, 0.5f, 0.0f }, { 1.0f, 0.0f }},
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};
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static Uint16 indices[] = {
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0, 1, 2,
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0, 2, 3,
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};
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struct Instance {
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vec2 pos;
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uint32_t sprite_selection;
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@@ -892,18 +873,6 @@ static bool init_resources() {
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return false;
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}
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vertex_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, sizeof(vertices), vertices, "vertex_buffer");
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if (!vertex_buffer) {
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log_error("Failed to create buffer.");
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return false;
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}
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index_buffer = renderer_buffer_create(R_BUFFER_USAGE_INDEX, sizeof(indices), indices, "index_buffer");
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if (!index_buffer) {
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log_error("Failed to create buffer.");
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return false;
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}
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player_instance_buffer = renderer_buffer_create(R_BUFFER_USAGE_VERTEX, sizeof(player_instance), &player_instance, "player_instance_buffer");
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if (!player_instance_buffer) {
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log_error("Failed to create buffer.");
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@@ -1564,7 +1533,7 @@ static void render_game() {
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{
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ZoneScopedN("Draw Player");
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renderer_frame_set_shader(R_SHADER_CHARACTER_SHADOW);
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renderer_frame_draw(vertex_buffer, index_buffer, player_instance_buffer, 6, 1, &(R_Draw_Resources){
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renderer_frame_draw(NULL, NULL, player_instance_buffer, 6, 1, &(R_Draw_Resources){
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.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer },
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.num_vertex_uniform_buffers = 1,
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@@ -1577,7 +1546,7 @@ static void render_game() {
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});
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renderer_frame_set_shader(R_SHADER_CHARACTER);
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renderer_frame_draw(vertex_buffer, index_buffer, player_instance_buffer, 6, 1, &(R_Draw_Resources){
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renderer_frame_draw(NULL, NULL, player_instance_buffer, 6, 1, &(R_Draw_Resources){
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.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer },
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.num_vertex_uniform_buffers = 1,
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