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convert m_u_xxx to u_xxx for uniforms handle naming.
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parent
1a1b4a9baf
commit
83f176a5dc
2 changed files with 8 additions and 8 deletions
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@ -518,8 +518,8 @@ TextBufferManager::~TextBufferManager()
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BX_CHECK(m_textBufferHandles.getNumHandles() == 0, "All the text buffers must be destroyed before destroying the manager");
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delete[] m_textBuffers;
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bgfx::destroyUniform(m_u_texColor);
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bgfx::destroyUniform(m_u_inverse_gamma);
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bgfx::destroyUniform(u_texColor);
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bgfx::destroyUniform(u_inverse_gamma);
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bgfx::destroyProgram(m_basicProgram);
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bgfx::destroyProgram(m_distanceProgram);
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@ -534,8 +534,8 @@ void TextBufferManager::init(const char* _shaderPath)
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m_vertexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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m_vertexDecl.end();
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m_u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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m_u_inverse_gamma = bgfx::createUniform("u_inverse_gamma", bgfx::UniformType::Uniform1f);
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u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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u_inverse_gamma = bgfx::createUniform("u_inverse_gamma", bgfx::UniformType::Uniform1f);
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const bgfx::Memory* mem;
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mem = loadShader(_shaderPath, "vs_font_basic");
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@ -625,9 +625,9 @@ void TextBufferManager::submitTextBuffer(TextBufferHandle _handle, uint8_t _id,
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uint32_t vertexSize = bc.m_textBuffer->getVertexCount() * bc.m_textBuffer->getVertexSize();
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const bgfx::Memory* mem;
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bgfx::setTexture(0, m_u_texColor, m_fontManager->getAtlas()->getTextureHandle());
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bgfx::setTexture(0, u_texColor, m_fontManager->getAtlas()->getTextureHandle());
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float inverse_gamme = 1.0f/2.2f;
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bgfx::setUniform(m_u_inverse_gamma, &inverse_gamme);
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bgfx::setUniform(u_inverse_gamma, &inverse_gamme);
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switch (bc.m_fontType)
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{
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@ -76,8 +76,8 @@ private:
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bx::HandleAlloc m_textBufferHandles;
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FontManager* m_fontManager;
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bgfx::VertexDecl m_vertexDecl;
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bgfx::UniformHandle m_u_texColor;
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bgfx::UniformHandle m_u_inverse_gamma;
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bgfx::UniformHandle u_texColor;
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bgfx::UniformHandle u_inverse_gamma;
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//shaders program
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bgfx::ProgramHandle m_basicProgram;
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bgfx::ProgramHandle m_distanceProgram;
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