added further fixes, and upgrades
This commit is contained in:
238
TSE_GlfwOpenGlImpl/src/shader/basicOrderedSpriteSetShader.cpp
Normal file
238
TSE_GlfwOpenGlImpl/src/shader/basicOrderedSpriteSetShader.cpp
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@@ -0,0 +1,238 @@
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#include "basicOrderedSpriteSetShader.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "BehaviourScripts/OrdererSpriteSet.hpp"
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#include "Color.hpp"
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#include "basicOrderedSpriteSetShaderGLSL.hpp"
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using namespace TSE;
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using namespace TSE::GLFW;
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#define SHADER_MESH_INDEX 0
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#define SHADER_POS_INDEX 1
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#define SHADER_LAYER_HEIGHT_INDEX 2
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#define SHADER_SPRITE_INDEX 3
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#define SHADER_NORMAL_INDEX 4
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#define SHADER_SCALE_INDEX 5
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#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 1 + 2)
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TSE::GLFW::BasicOrderedSpriteSetShader* BasicOrderedSpriteSetShader::instance = nullptr;
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TSE::GLFW::BasicOrderedSpriteSetShader *TSE::GLFW::BasicOrderedSpriteSetShader::Instance()
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{
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return instance;
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::Destroy()
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{
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if(instance != nullptr)
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delete instance;
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instance = nullptr;
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::Init(float width, float height)
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{
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std::vector<std::unique_ptr<ShaderPart>> parts;
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parts.push_back(ShaderPart::LoadFromString(vertOrderedSet, GL_VERTEX_SHADER));
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parts.push_back(ShaderPart::LoadFromString(fragOrderedSet, GL_FRAGMENT_SHADER));
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instance = new BasicOrderedSpriteSetShader(std::move(parts));
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instance->Enable();
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int texIDs[] = { 0 };
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instance->SetUniform("atlas", 0);
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instance->Disable();
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}
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TSE::GLFW::BasicOrderedSpriteSetShader::BasicOrderedSpriteSetShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
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{
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PackageSize = SHADER_PACKAGE_SIZE;
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}
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TSE::GLFW::BasicOrderedSpriteSetShader::~BasicOrderedSpriteSetShader()
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{
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if (meshVBO) glDeleteBuffers(1, &meshVBO);
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if (meshIBO) glDeleteBuffers(1, &meshIBO);
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
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{
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GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
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if (!meshVBO) glGenBuffers(1, &meshVBO);
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glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
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glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
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if (indices && indexCount > 0)
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{
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if (!meshIBO) glGenBuffers(1, &meshIBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
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GLsizeiptr idxSize =
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(indexType == GL_UNSIGNED_INT ? 4 :
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indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
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meshIndexCount = indexCount;
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meshIndexType = indexType;
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}
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else
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{
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// Kein Index-Buffer
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if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
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meshIndexCount = 0;
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}
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meshVertexCount = vertCount;
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meshStride = stride;
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meshPosOffset = posOffsetBytes;
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meshPosSize = floatCountPerVertex;
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meshPrimitive = primitive;
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meshReady = true;
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glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
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glBindVertexArray(prevVAO);
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::OnEnable() const
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{
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if (!meshReady)
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{
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// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
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const float quad[8] = { -0.5f,0, 0.5f,0, 0.5f,1, -0.5f,1 };
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const_cast<BasicOrderedSpriteSetShader*>(this)->SetMesh(
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quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
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);
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}
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GLint prevArrayBuffer = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
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glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
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glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
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glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
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glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
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glEnableVertexAttribArray(SHADER_POS_INDEX);
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glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
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glVertexAttribDivisor(SHADER_POS_INDEX, 1);
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glEnableVertexAttribArray(SHADER_LAYER_HEIGHT_INDEX);
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glVertexAttribPointer(SHADER_LAYER_HEIGHT_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
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glVertexAttribDivisor(SHADER_LAYER_HEIGHT_INDEX, 1);
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glEnableVertexAttribArray(SHADER_SPRITE_INDEX);
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glVertexAttribPointer(SHADER_SPRITE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*4));
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glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
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glEnableVertexAttribArray(SHADER_NORMAL_INDEX);
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glVertexAttribPointer(SHADER_NORMAL_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*5));
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glVertexAttribDivisor(SHADER_NORMAL_INDEX, 1);
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glEnableVertexAttribArray(SHADER_SCALE_INDEX);
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glVertexAttribPointer(SHADER_SCALE_INDEX, 2, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*6));
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glVertexAttribDivisor(SHADER_SCALE_INDEX, 1);
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::OnDisable() const
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{
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glDisableVertexAttribArray(SHADER_MESH_INDEX);
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glDisableVertexAttribArray(SHADER_POS_INDEX);
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glDisableVertexAttribArray(SHADER_LAYER_HEIGHT_INDEX);
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glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
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glDisableVertexAttribArray(SHADER_NORMAL_INDEX);
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glDisableVertexAttribArray(SHADER_SCALE_INDEX);
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::OnFlush()
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, TextureID);
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glDisable(GL_BLEND);
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::OnDrawCall(int indexCount)
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{
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if (instanceCount <= 0) return;
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SetUniform("spriteCount", &SpriteCount);
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GLint prevElementBuffer = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
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if (meshIBO && meshIndexCount > 0)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
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glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
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}
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else
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::OnPostDraw()
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{
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glEnable(GL_BLEND);
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instanceCount = 0;
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}
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void TSE::GLFW::BasicOrderedSpriteSetShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
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{
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auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
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if (!r) return;
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auto* tm = dynamic_cast<OrdererSpriteSet*>(t.GetBehaviourScript(ORDERERSPRITESET));
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if (!tm) return;
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auto tileSet = tm->GetTileSet();
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TextureID = tileSet->GetTextueID();
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SpriteCount = tileSet->GetCount();
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const std::vector<Vector2> orderedChunks = *tm->GetChunkPositionsInOrder();
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Matrix4x4 matr = t.GetLocalMatrix();
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stack.Push(matr);
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for(auto chunkPos : orderedChunks)
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{
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auto chunk = tm->GetChunk(chunkPos);
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const int spriteCount = chunk->GetSpriteCount();
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const std::vector<Vector3> spritePositions = *chunk->GetOrderedPositions();
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const std::vector<Vector2i> spriteIds = *chunk->GetOrderedSpriteIds();
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const std::vector<Vector2> spriteScales = *chunk->GetOrderedScales();
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int chunkSize = chunk->GetChunksize();
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for (int i = 0; i < spriteCount; i++)
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{
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Matrix4x4 mat = Matrix4x4::ToTranslationMatrix(chunkPos + spritePositions[i].ToVector2()) * Matrix4x4::ToRotationMatrix(Quaternion()) * Matrix4x4::ToScaleMatrix({1,1,1});
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stack.Push(mat);
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Vector3 pos = stack.Top() * Vector3(0,0,0);
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*target++ = pos.x;
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*target++ = pos.y;
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*target++ = pos.z;
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*target++ = spritePositions[i].z;
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*target++ = spriteIds[i].x;
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*target++ = spriteIds[i].y;
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*target++ = spriteScales[i].x;
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*target++ = spriteScales[i].y;
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++instanceCount;
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stack.Pop();
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if(instanceCount >= 16000)
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restartDrawcall(rnd);
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}
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}
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stack.Pop();
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restartDrawcall(rnd);
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}
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@@ -0,0 +1,44 @@
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#pragma once
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#include "GL/gl3w.h"
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#include "GL/gl.h"
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#include "Shader.hpp"
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#include "Types.hpp"
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namespace TSE::GLFW
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{
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class BasicOrderedSpriteSetShader : public Shader
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{
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private:
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static BasicOrderedSpriteSetShader* instance;
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mutable bool meshReady = false;
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GLuint meshVBO = 0;
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GLuint meshIBO = 0;
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GLsizei meshVertexCount = 0; // für DrawArraysInstanced
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GLsizei meshIndexCount = 0; // für DrawElementsInstanced
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GLenum meshPrimitive = GL_TRIANGLES;
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GLenum meshIndexType = GL_UNSIGNED_SHORT;
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int instanceCount = 0; // eigener Instanzzähler
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GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
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GLsizei meshStride = sizeof(float) * 2;
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size_t meshPosOffset = 0;
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GLuint TextureID;
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Vector2 SpriteCount;
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public:
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static BasicOrderedSpriteSetShader* Instance();
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static void Destroy();
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static void Init(float width, float height);
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BasicOrderedSpriteSetShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
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~BasicOrderedSpriteSetShader();
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void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
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protected:
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void OnEnable() const override;
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void OnDisable() const override;
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void OnFlush() override;
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void OnDrawCall(int indexCount) override;
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void OnPostDraw() override;
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void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
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};
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} // namespace TSE::GLFW
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@@ -0,0 +1,95 @@
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#pragma once
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inline const char* vertOrderedSet = R"(
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec3 iTilePos;
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layout(location = 2) in float height;
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layout(location = 3) in float iSpriteId;
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layout(location = 4) in float iNormalId;
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layout(location = 5) in vec2 spriteScale;
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uniform mat4 prMatrix;
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uniform mat4 camMatrix;
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out vec2 vUV;
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flat out int vSpriteId;
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flat out int vNormalId;
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flat out float vTileNdcY;
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flat out float layerHeight;
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void main()
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{
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vec3 local = vec3(aPos.x, aPos.y, 0);
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vec2 baseUV = aPos + vec2(0.5, 0);
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vec3 tileSize = vec3(spriteScale.x, spriteScale.y, 1);
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vec3 worldPos = (iTilePos * tileSize) + (local * tileSize);
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vec4 clip = prMatrix * camMatrix * vec4(worldPos, 1.0);
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gl_Position = clip;
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vUV = baseUV;
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vSpriteId = int(iSpriteId + 0.5);
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vNormalId = int(iNormalId + 0.5);
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layerHeight = height;
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vec3 localbottom = vec3(0.5, 0, 0);
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vec3 worldPosBottom = (iTilePos * tileSize) + (localbottom * tileSize);
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vec4 clipbottom = prMatrix * camMatrix * vec4(worldPosBottom, 1.0);
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float ndcY = clipbottom.y / clipbottom.w;
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vTileNdcY = ndcY * 0.5 + 0.5;
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}
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)";
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inline const char* fragOrderedSet = R"(
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#version 330 core
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in vec2 vUV;
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flat in int vSpriteId;
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flat in int vNormalId;
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flat in float vTileNdcY;
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flat in float layerHeight;
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uniform sampler2D atlas;
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uniform vec2 spriteCount;
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layout(location = 0) out vec4 FragColor;
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layout(location = 1) out vec4 FragHeight;
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layout(location = 2) out vec4 FragDepth;
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void main()
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{
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float t = (vTileNdcY + 1.0) * 0.5 *0.8;
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FragDepth = vec4(t, 0, 0, 1.0);
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vec2 tileUVSize = 1.0 / spriteCount;
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int cols = int(spriteCount.x);
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int sx = vSpriteId % cols;
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int sy = vSpriteId / cols;
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vec2 atlasOffset = vec2(float(sx), float(sy)) * tileUVSize;
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vec2 atlasUV = atlasOffset + (vUV * tileUVSize);
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vec4 c = texture(atlas, atlasUV);
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if (c.a < 0.01) discard;
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float colorScaler = 1 - ((layerHeight - 1) * -1) * 0.3;
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c = vec4(c.x * colorScaler,c.y * colorScaler,c.z * colorScaler,c.w);
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FragColor = c;
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if(vNormalId != -1)
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{
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int sx2 = vNormalId % cols;
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int sy2 = vNormalId / cols;
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vec2 atlasOffsetNormal = vec2(float(sx2), float(sy2)) * tileUVSize;
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vec2 atlasUVNormal = atlasOffsetNormal + (vUV * tileUVSize);
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vec4 cNormal = texture(atlas, atlasUVNormal);
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cNormal.w = layerHeight;
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FragHeight = cNormal;
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}
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}
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)";
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@@ -4,6 +4,7 @@
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#include "ditheringShader.hpp"
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#include "basicParticleShader.hpp"
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#include "basicTileMapShader.hpp"
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#include "basicOrderedSpriteSetShader.hpp"
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#include "elements/ShaderRegistry.hpp"
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void TSE::GLFW::LoadBasicShaders(float width, float height)
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@@ -13,11 +14,13 @@ void TSE::GLFW::LoadBasicShaders(float width, float height)
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DitheringShader::Init(width, height);
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BasicParticleShader::Init(width, height);
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BasicTileMapShader::Init(width, height);
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BasicOrderedSpriteSetShader::Init(width, height);
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ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit TileMap Shader", BasicTileMapShader::Instance());
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ShaderRegistry::SetShader("Basic Ordered Sprite Set Shader", BasicOrderedSpriteSetShader::Instance());
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}
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void TSE::GLFW::UnLoadBasicShaders()
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@@ -27,9 +30,11 @@ void TSE::GLFW::UnLoadBasicShaders()
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ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader");
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ShaderRegistry::RemoveShader("Basic Unlit Particle Shader");
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ShaderRegistry::RemoveShader("Basic Unlit TileMap Shader");
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ShaderRegistry::RemoveShader("Basic Ordered Sprite Set Shader");
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BasicShader::Destroy();
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BasicTextureShader::Destroy();
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DitheringShader::Destroy();
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BasicParticleShader::Destroy();
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BasicTileMapShader::Destroy();
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BasicOrderedSpriteSetShader::Destroy();
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}
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