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@@ -88,6 +88,7 @@ namespace render_world_globals
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ShaderId texture_fs;
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GPUProgramId texture_program;
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GPUProgramId def_program;
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+ UniformId u_albedo_0;
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uint32_t num_refs = 0;
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void init()
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@@ -103,6 +104,7 @@ namespace render_world_globals
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texture_fs = r->create_shader(ShaderType::FRAGMENT, texture_fragment);
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def_program = r->create_gpu_program(default_vs, default_fs);
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texture_program = r->create_gpu_program(default_vs, texture_fs);
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+ u_albedo_0 = r->create_uniform("u_albedo_0", UniformType::INTEGER_1, 1);
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}
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void shutdown()
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@@ -118,6 +120,7 @@ namespace render_world_globals
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r->destroy_shader(default_vs);
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r->destroy_shader(default_fs);
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r->destroy_shader(texture_fs);
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+ r->destroy_uniform(u_albedo_0);
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}
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GPUProgramId default_program()
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@@ -139,17 +142,11 @@ RenderWorld::RenderWorld()
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, m_gui_pool(default_allocator(), MAX_GUIS, sizeof(Gui), CE_ALIGNOF(Gui))
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{
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render_world_globals::init();
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-
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- Renderer* r = device()->renderer();
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- m_u_albedo_0 = r->create_uniform("u_albedo_0", UniformType::INTEGER_1, 1);
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}
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//-----------------------------------------------------------------------------
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RenderWorld::~RenderWorld()
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{
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- Renderer* r = device()->renderer();
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- r->destroy_uniform(m_u_albedo_0);
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-
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render_world_globals::shutdown();
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}
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@@ -275,7 +272,7 @@ void RenderWorld::update(const Matrix4x4& view, const Matrix4x4& projection, uin
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r->set_vertex_buffer(mesh->m_vbuffer);
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r->set_index_buffer(mesh->m_ibuffer);
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r->set_program(render_world_globals::default_program());
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- // r->set_texture(0, m_u_albedo_0, grass_texture, TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_CLAMP_EDGE);
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+ // r->set_texture(0, render_world_globals::u_albedo_0, grass_texture, TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_CLAMP_EDGE);
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// r->set_uniform(u_brightness, UNIFORM_FLOAT_1, &brightness, 1);
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r->set_pose(mesh->world_pose());
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@@ -286,7 +283,8 @@ void RenderWorld::update(const Matrix4x4& view, const Matrix4x4& projection, uin
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for (uint32_t s = 0; s < m_sprite.size(); s++)
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{
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r->set_program(render_world_globals::default_texture_program());
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- m_sprite[s]->render(*r, m_u_albedo_0, dt);
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+ // m_sprite[s]->update(dt);
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+ m_sprite[s]->render(*r, render_world_globals::u_albedo_0, dt);
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}
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// Draw all guis
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