mirror of
https://github.com/Ed94/VEFontCache-Odin.git
synced 2025-08-06 06:52:44 -07:00
initial draft for sokol_demo.odin (untested)
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@@ -513,7 +513,7 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Con
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0 = 0,
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},
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index_buffer = draw_list_ibuf,
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index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
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index_buffer_offset = 0,
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fs = {},
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}
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gfx.apply_bindings( bindings )
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@@ -541,8 +541,8 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Con
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gfx.apply_pipeline( atlas_pipeline )
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fs_uniform := Ve_Blit_Atlas_Fs_Params { region = cast(i32) draw_call.region }
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gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(Ve_Blit_Atlas_Fs_Params) })
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fs_uniform := Blit_Atlas_Fs_Params { region = cast(i32) draw_call.region }
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gfx.apply_uniforms( ShaderStage.FS, SLOT_blit_atlas_fs_params, Range { & fs_uniform, size_of(Blit_Atlas_Fs_Params) })
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gfx.apply_bindings(Bindings {
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vertex_buffers = {
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@@ -552,10 +552,10 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Con
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0 = 0,
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},
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index_buffer = draw_list_ibuf,
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index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
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index_buffer_offset = 0,
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fs = {
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images = { SLOT_ve_blit_atlas_src_texture = glyph_rt_color, },
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samplers = { SLOT_ve_blit_atlas_src_sampler = glyph_rt_sampler, },
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images = { SLOT_blit_atlas_src_texture = glyph_rt_color, },
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samplers = { SLOT_blit_atlas_src_sampler = glyph_rt_sampler, },
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},
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})
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@@ -579,9 +579,9 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Con
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src_rt := atlas_rt_color
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src_sampler := atlas_rt_sampler
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fs_target_uniform := Ve_Draw_Text_Fs_Params {
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fs_target_uniform := Draw_Text_Fs_Params {
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down_sample = 0,
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colour = draw_call.colour,
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colour = draw_call.colour,
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}
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if draw_call.pass == .Target_Uncached {
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@@ -589,7 +589,7 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Con
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src_rt = glyph_rt_color
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src_sampler = glyph_rt_sampler
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}
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gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_draw_text_fs_params, Range { & fs_target_uniform, size_of(Ve_Draw_Text_Fs_Params) })
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gfx.apply_uniforms( ShaderStage.FS, SLOT_draw_text_fs_params, Range { & fs_target_uniform, size_of(Draw_Text_Fs_Params) })
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gfx.apply_bindings(Bindings {
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vertex_buffers = {
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@@ -599,10 +599,10 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Con
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0 = 0,
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},
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index_buffer = draw_list_ibuf,
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index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
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index_buffer_offset = 0,
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fs = {
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images = { SLOT_ve_draw_text_src_texture = src_rt, },
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samplers = { SLOT_ve_draw_text_src_sampler = src_sampler, },
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images = { SLOT_draw_text_src_texture = src_rt, },
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samplers = { SLOT_draw_text_src_sampler = src_sampler, },
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},
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})
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}
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