introduces ios support? still needs metal

This commit is contained in:
2025-06-29 01:21:55 +03:00
parent af4f0c3cad
commit cdeaac7c0c
79 changed files with 2176 additions and 1349 deletions

View File

@@ -30,7 +30,7 @@ void CBrushEntity::Spawn()
}
/* use them */
px_collider_params params = {};
params.friction = 0.6;
params.friction = 0.0;
m_collider = px_trimesh((Point<float>*)triangles.GetMemory(), triangles.GetSize(), (uint32_t(*)[3])indicies.GetMemory(), indicies.GetSize()/3 ,params);
px_fixedbody(px, m_collider);
};
@@ -65,10 +65,11 @@ void C_BrushEntity::Spawn()
float uv[2];
};
pAlbedo = ITextureManager::LoadTexture("textures/bricks.png");
CBrushEntity* pBrushEntity = (CBrushEntity*)pEntity;
uint32_t numVertices = 15*pBrushEntity->m_mesh.GetSize();
vertexBuffer = IRenderer::CreateVertexBuffer(numVertices*4);
Vertex_t *pTriangles = (Vertex_t*)vertexBuffer->Map();
uint32_t i = 0;
for (auto &triangle: pBrushEntity->m_mesh)
@@ -91,10 +92,6 @@ void C_BrushEntity::Spawn()
i+=3;
}
vertexBuffer->Unmap();
mesh = IMeshRenderer::CreateMesh();
mesh->SetVertexBuffer(vertexBuffer);
};
void C_BrushEntity::Destroy()
@@ -103,7 +100,6 @@ void C_BrushEntity::Destroy()
}
void C_BrushEntity::Think( float fDelta )
{
material.m.albedo = ITextureManager::GetTexture(pAlbedo);
mat4 matrix;
glm_mat4_zero(matrix);
for (int i = 0; i < 9; i++) {
@@ -113,8 +109,48 @@ void C_BrushEntity::Think( float fDelta )
matrix[3][0] = pEntity->m_position[0];
matrix[3][1] = pEntity->m_position[1];
matrix[3][2] = pEntity->m_position[2];
mesh->SetMatrix(matrix);
mesh->SetMaterial(&material);
mesh->Draw();
};
IGraphicsPipeline *g_BrushPipeline;
class CBrushRendering: public IRenderingPipelineStep
{
public:
virtual void Init() override;
virtual void Frame( float fDelta ) override;
virtual void Deinit() override;
private:
};
DECLARE_MESH_RENDERING_STAGE(CBrushRendering, brush_rasterizer);
CUtlVector<IVertexBuffer*> g_BrushVertices;
void CBrushRendering::Init()
{
V_printf("cool\n");
IRenderer::CreateGraphicsPipeline(
{
{"shaders/brush_vert.spv", SHADER_TYPE_VERTEX},
{"shaders/brush_frag.spv", SHADER_TYPE_FRAGMENT},
},
{}, 64,
{EImageFormat::IMAGE_FORMAT_R8G8B8A8}
);
};
void CBrushRendering::Frame( float fDelta )
{
V_printf("cooll\n");
IRenderer::ResetState();
IRenderer::SetDepthMode(DEPTH_MODE_LESS_EQUAL);
IRenderer::BindPipeline(g_BrushPipeline);
for (auto &vertices: g_BrushVertices)
{
IRenderer::Draw(vertices, 0);
}
};
void CBrushRendering::Deinit()
{
};