rename basic shader to character
add character shadow make animation play twice as fast when sprinting
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+124
-3
@@ -673,9 +673,9 @@ bool renderer_init(SDL_Window *window_) {
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};
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// Shaders
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{ // Basic
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{ // Character
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const char shader_source[] = {
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#embed "shaders/wgsl/basic.wgsl"
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#embed "shaders/wgsl/character.wgsl"
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};
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WGPUShaderModule shader = wgpuDeviceCreateShaderModule(device, &(WGPUShaderModuleDescriptor){
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@@ -686,7 +686,128 @@ bool renderer_init(SDL_Window *window_) {
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.label = { .data = "basic shader", .length = WGPU_STRLEN }
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});
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shaders[R_SHADER_BASIC] = wgpuDeviceCreateRenderPipeline(device, &(WGPURenderPipelineDescriptor){
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shaders[R_SHADER_CHARACTER] = wgpuDeviceCreateRenderPipeline(device, &(WGPURenderPipelineDescriptor){
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.label = { .data = "basic render_pipeline", .length = WGPU_STRLEN },
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.layout = wgpuDeviceCreatePipelineLayout(device, &(WGPUPipelineLayoutDescriptor){
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.label = { .data = "basic pipeline_layout", .length = WGPU_STRLEN },
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.bindGroupLayoutCount = 4,
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.bindGroupLayouts = (WGPUBindGroupLayout[]){
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wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
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.entryCount = 0,
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.entries = (WGPUBindGroupLayoutEntry[]){
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},
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}),
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wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
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.entryCount = 1,
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.entries = (WGPUBindGroupLayoutEntry[]){
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{ .binding = 0, .visibility = WGPUShaderStage_Vertex, .buffer = { .type = WGPUBufferBindingType_Uniform } },
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},
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}),
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wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
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.entryCount = 2,
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.entries = (WGPUBindGroupLayoutEntry[]){
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{ .binding = 0, .visibility = WGPUShaderStage_Fragment, .texture = { .sampleType = WGPUTextureSampleType_Float, .viewDimension = WGPUTextureViewDimension_2D } },
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{ .binding = 1, .visibility = WGPUShaderStage_Fragment, .sampler = { .type = WGPUSamplerBindingType_Filtering } },
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},
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}),
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wgpuDeviceCreateBindGroupLayout(device, &(WGPUBindGroupLayoutDescriptor){
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.entryCount = 1,
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.entries = (WGPUBindGroupLayoutEntry[]){
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{ .binding = 0, .visibility = WGPUShaderStage_Fragment, .buffer = { .type = WGPUBufferBindingType_Uniform } },
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},
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}),
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},
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}),
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.vertex = {
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.module = shader,
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.entryPoint = { .data = "main_vertex", .length = WGPU_STRLEN },
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.constantCount = 0,
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.constants = NULL,
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.bufferCount = 2,
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.buffers = (WGPUVertexBufferLayout[]){
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{
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.stepMode = WGPUVertexStepMode_Vertex,
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.arrayStride = 20,
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.attributeCount = 2,
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.attributes = (WGPUVertexAttribute[]){
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{
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.format = WGPUVertexFormat_Float32x3,
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.offset = 0,
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.shaderLocation = 0,
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},
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{
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.format = WGPUVertexFormat_Float32x2,
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.offset = 12,
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.shaderLocation = 1,
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},
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},
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},
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{
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.stepMode = WGPUVertexStepMode_Instance,
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.arrayStride = 12,
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.attributeCount = 2,
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.attributes = (WGPUVertexAttribute[]){
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{
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.format = WGPUVertexFormat_Float32x2,
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.offset = 0,
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.shaderLocation = 2,
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},
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{
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.format = WGPUVertexFormat_Uint32,
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.offset = 8,
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.shaderLocation = 3,
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},
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},
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},
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},
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},
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.primitive = {
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.topology = WGPUPrimitiveTopology_TriangleList,
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.stripIndexFormat = WGPUIndexFormat_Undefined,
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.frontFace = WGPUFrontFace_CCW,
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.cullMode = WGPUCullMode_Back,
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.unclippedDepth = false,
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},
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.depthStencil = NULL,
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.multisample = {
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.count = 4,
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.mask = ~0u,
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.alphaToCoverageEnabled = false,
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},
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.fragment = &(WGPUFragmentState){
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.module = shader,
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.entryPoint = { .data = "main_fragment", .length = WGPU_STRLEN },
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.constantCount = 0,
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.constants = NULL,
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.targetCount = 1,
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.targets = &color_target_state,
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},
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});
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wgpuShaderModuleRelease(shader);
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}
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{ // Character Shadow
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const char shader_source[] = {
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#embed "shaders/wgsl/character_shadow.wgsl"
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};
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WGPUShaderModule shader = wgpuDeviceCreateShaderModule(device, &(WGPUShaderModuleDescriptor){
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.nextInChain = (WGPUChainedStruct *)&(WGPUShaderSourceWGSL){
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.chain = { .next = NULL, .sType = WGPUSType_ShaderSourceWGSL },
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.code = { .data = shader_source, .length = SDL_arraysize(shader_source) },
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},
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.label = { .data = "basic shader", .length = WGPU_STRLEN }
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});
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shaders[R_SHADER_CHARACTER_SHADOW] = wgpuDeviceCreateRenderPipeline(device, &(WGPURenderPipelineDescriptor){
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.label = { .data = "basic render_pipeline", .length = WGPU_STRLEN },
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.layout = wgpuDeviceCreatePipelineLayout(device, &(WGPUPipelineLayoutDescriptor){
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