Test shader now using vertex buffer. Fixed CMake script so that shaders are now recompiled and re-bundled without having to re-building Kraken SDK.
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@@ -690,28 +690,6 @@ float KRMeshManager::KRVBOData::getStreamPriority()
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void KRMeshManager::KRVBOData::_swapHandles()
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{
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// TODO - Replace OpenGL code below...
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/*
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if(m_is_vbo_loaded) {
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assert(m_vbo_handle != -1);
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}
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#if GL_OES_vertex_array_object
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if(m_is_vbo_loaded && m_vao_handle == -1) {
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GLDEBUG(glGenVertexArraysOES(1, &m_vao_handle));
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GLDEBUG(glBindVertexArrayOES(m_vao_handle));
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GLDEBUG(glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle));
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KRMeshManager::configureAttribs(m_vertex_attrib_flags);
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if(m_vbo_handle_indexes == -1) {
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GLDEBUG(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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} else {
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GLDEBUG(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vbo_handle_indexes));
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}
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}
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#endif
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*/
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m_is_vbo_ready = m_is_vbo_loaded;
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}
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@@ -127,9 +127,6 @@ void KRPointLight::render(VkCommandBuffer& commandBuffer, KRCamera *pCamera, std
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m_pContext->getMeshManager()->bindVBO(commandBuffer, &m_pContext->getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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} else {
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#if GL_OES_vertex_array_object
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GLDEBUG(glBindVertexArrayOES(0));
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#endif
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// Render sphere of light's influence
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generateMesh();
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@@ -21,6 +21,6 @@ vec3 colors[3] = vec3[](
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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gl_Position = vec4(vertex_position * 0.5, 1.0);
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fragColor = colors[gl_VertexIndex];
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}
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@@ -8,6 +8,7 @@ SET(KRAKEN_CUBE_BUNDLE "${CMAKE_BINARY_DIR}/output/tests/kraken_cube.krbundle")
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add_custom_command(
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OUTPUT ${KRAKEN_CUBE_BUNDLE}
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COMMAND kraken_convert -o ${KRAKEN_CUBE_BUNDLE} ${STANDARD_ASSET_BUNDLE}
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MAIN_DEPENDENCY ${STANDARD_ASSET_BUNDLE}
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DEPENDS kraken_convert kraken_sdk
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WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
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COMMENT "Creating Cube Test Assets"
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