set topology per draw cmd
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@ -898,7 +898,6 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou
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ID3D11DeviceContext_ClearRenderTargetView(G.devcon, G.backbuffer_view, clear_color);
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/* Set draw mode */
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ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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for (u32 i = 0; i < canvases_count; ++i) {
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struct renderer_canvas *canvas = canvases[i];
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@ -955,6 +954,8 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou
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last_texture_handle = texture_handle;
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}
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ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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/* Activate buffer */
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u32 zero = 0;
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UINT vertex_stride = shader->vertex_size;
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@ -971,6 +972,8 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou
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case SHADER_GRID:
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{
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ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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/* Activate buffer */
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u32 zero = 0;
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UINT vertex_stride = shader->vertex_size;
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@ -41,7 +41,6 @@ float4 ps_main(ps_input input) : SV_TARGET
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float2 v = abs(round(screen_pos / spacing) * spacing - screen_pos);
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float dist = min(v.x, v.y);
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color = input.col * step(dist, thickness / 2);
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return color;
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@ -1,12 +1,3 @@
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/*
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* TODO:
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* * maybe rename this to 'sprite.hlsl' (draw_rect and stuff would become draw_sprite)
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* that way UI & text can have a separate shader (IE: draw_ui_rect, draw_ui_text, etc...)
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*
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* for tiles - separate shader. maybe upload all tile data in constant buffer, and drawing
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* tiles can just be one giant quad (that the fragment shader indexes into)
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*/
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struct {
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SamplerState sampler0;
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Texture2D texture0;
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