add sdlgpu renderer
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+25
-25
@@ -579,7 +579,7 @@ static bool load_map(const char *name, Map *result) {
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char buffer_name[256] = "Map ";
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SDL_strlcat(buffer_name, result->name, SDL_arraysize(buffer_name));
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result->texture = renderer_texture_create(R_TEXTURE_FORMAT_R16_UINT, R_TEXTURE_USAGE_SAMPLED, 1, result->size.x, result->size.y, result->tiles, "map_texture");
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result->texture = renderer_texture_create(R_TEXTURE_FORMAT_R16_UINT, R_TEXTURE_USAGE_STORAGE, 1, result->size.x, result->size.y, result->tiles, "map_texture");
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SDL_Log("Loaded map file.");
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return true;
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@@ -1376,19 +1376,19 @@ static void render_editor() {
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ZoneScopedN("Draw Map");
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renderer_frame_set_shader(R_SHADER_WORLD);
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renderer_frame_draw(NULL, NULL, NULL, 6, current_map.size.y * current_map.size.x, &(R_Draw_Resources){
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.vertex_textures = (R_Texture[]){ current_map.texture },
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.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
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.vertex_storage_textures = (R_Texture[]){ current_map.texture },
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.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
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.num_vertex_textures = 1,
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.num_vertex_uniform_buffers = 2,
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.num_vertex_storage_textures = 1,
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.num_vertex_uniform_buffers = 2,
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.fragment_textures = (R_Texture[]){ tile_textures_atlas },
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.fragment_storage_buffers = (R_Buffer[]){ tile_uvs_buffer },
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.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
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.fragment_sampled_textures = (R_Texture[]){ tile_textures_atlas },
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.fragment_storage_buffers = (R_Buffer[]){ tile_uvs_buffer },
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.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
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.num_fragment_textures = 1,
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.num_fragment_storage_buffers = 1,
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.num_fragment_uniform_buffers = 1,
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.num_fragment_sampled_textures = 1,
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.num_fragment_storage_buffers = 1,
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.num_fragment_uniform_buffers = 1,
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});
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}
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@@ -1532,19 +1532,19 @@ static void render_game() {
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ZoneScopedN("Draw Map");
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renderer_frame_set_shader(R_SHADER_WORLD);
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renderer_frame_draw(NULL, NULL, NULL, 6, current_map.size.y * current_map.size.x, &(R_Draw_Resources){
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.vertex_textures = (R_Texture[]){ current_map.texture },
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.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
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.vertex_storage_textures = (R_Texture[]){ current_map.texture },
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.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
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.num_vertex_textures = 1,
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.num_vertex_uniform_buffers = 2,
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.num_vertex_storage_textures = 1,
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.num_vertex_uniform_buffers = 2,
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.fragment_textures = (R_Texture[]){ tile_textures_atlas },
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.fragment_storage_buffers = (R_Buffer[]){ tile_uvs_buffer },
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.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
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.fragment_sampled_textures = (R_Texture[]){ tile_textures_atlas },
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.fragment_storage_buffers = (R_Buffer[]){ tile_uvs_buffer },
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.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
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.num_fragment_textures = 1,
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.num_fragment_storage_buffers = 1,
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.num_fragment_uniform_buffers = 1,
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.num_fragment_sampled_textures = 1,
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.num_fragment_storage_buffers = 1,
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.num_fragment_uniform_buffers = 1,
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});
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}
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@@ -1556,11 +1556,11 @@ static void render_game() {
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.num_vertex_uniform_buffers = 1,
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.fragment_textures = (R_Texture[]){ player_texture },
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.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
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.fragment_sampled_textures = (R_Texture[]){ player_texture },
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.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
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.num_fragment_textures = 1,
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.num_fragment_uniform_buffers = 1,
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.num_fragment_sampled_textures = 1,
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.num_fragment_uniform_buffers = 1,
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});
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}
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}
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