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Karl Zylinski d308a7501b Remove dead code пре 6 месеци
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handle_map c994c4c77b Some kind of texture handle concept пре 6 месеци
.gitignore b438621db6 Some initial work on loading shaders. Fetches constant buffer locations using reflection and makes it possible to set them. A constant buffer field called 'mvp' is automatically filled if found пре 6 месеци
LICENSE 361c3c9672 Snake example пре 7 месеци
README.md de8029647d TODO пре 6 месеци
karl2d.odin b438621db6 Some initial work on loading shaders. Fetches constant buffer locations using reflection and makes it possible to set them. A constant buffer field called 'mvp' is automatically filled if found пре 6 месеци
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shader.hlsl c37445fc8c Fix textured drawing hacks пре 6 месеци

README.md

This library is NOT ready for use!

Karl2D is a work-in-progress library for creating 2D games using the Odin Programming Language.

The API is based on Raylib because I like that API. But the implementation is meant to have as few dependencies as possible (only core libs and rendering APIs in vendor). The API will not be identical to Raylib. I'll modify to fit Odin better etc.

What features of Raylib will not be included?

  • 3D
  • Some maths things that can be found in Odin's core libs

Might not be included:

  • Time management (use core:time instead)

TODO

Here follows my near-future TODO list

  • Texture things are a bit of a hack
    • Make the sampler state configurable
    • Do we need the SRV in the texture?
  • Do proper checks of vertex count and dispatch rendering when full
    • What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
  • Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
  • Shader loading

DONE

  • Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
  • Make a texture for drawing a rectangle and remove the hack in shader.hlsl
  • Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
  • Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
  • Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
  • Organize the d3d11 things neatly. It's just a hack right now!
    • enable debug layers
    • asserting on hresult and checking errors
    • clean up on shutdown