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-rw-r--r--bin/SDL2.dllbin771072 -> 1242112 bytes
-rw-r--r--bin/jin.exebin531456 -> 1674752 bytes
-rw-r--r--bin/lua51.dllbin364544 -> 364544 bytes
-rw-r--r--build/vc++/jin/jin.vcxproj.user3
-rw-r--r--src/3rdparty/LuaJIT-2.0.5/src/buildvm.libbin33996 -> 33996 bytes
-rw-r--r--src/3rdparty/LuaJIT-2.0.5/src/minilua.libbin33996 -> 33996 bytes
-rw-r--r--src/libjin/graphics/je_graphic.cpp4
-rw-r--r--src/libjin/graphics/shaders/je_jsl_compiler.cpp42
-rw-r--r--src/libjin/graphics/shaders/je_shader.h7
9 files changed, 28 insertions, 28 deletions
diff --git a/bin/SDL2.dll b/bin/SDL2.dll
index cfb64e8..22a805d 100644
--- a/bin/SDL2.dll
+++ b/bin/SDL2.dll
Binary files differ
diff --git a/bin/jin.exe b/bin/jin.exe
index d8a1bc7..1481e2e 100644
--- a/bin/jin.exe
+++ b/bin/jin.exe
Binary files differ
diff --git a/bin/lua51.dll b/bin/lua51.dll
index db08400..080ff13 100644
--- a/bin/lua51.dll
+++ b/bin/lua51.dll
Binary files differ
diff --git a/build/vc++/jin/jin.vcxproj.user b/build/vc++/jin/jin.vcxproj.user
index de59195..5943b15 100644
--- a/build/vc++/jin/jin.vcxproj.user
+++ b/build/vc++/jin/jin.vcxproj.user
@@ -3,7 +3,8 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)..\..\..\bin</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
- <LocalDebuggerCommandArguments>.</LocalDebuggerCommandArguments>
+ <LocalDebuggerCommandArguments>
+ </LocalDebuggerCommandArguments>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)..\..\..\bin</LocalDebuggerWorkingDirectory>
diff --git a/src/3rdparty/LuaJIT-2.0.5/src/buildvm.lib b/src/3rdparty/LuaJIT-2.0.5/src/buildvm.lib
index be22bd4..c7be727 100644
--- a/src/3rdparty/LuaJIT-2.0.5/src/buildvm.lib
+++ b/src/3rdparty/LuaJIT-2.0.5/src/buildvm.lib
Binary files differ
diff --git a/src/3rdparty/LuaJIT-2.0.5/src/minilua.lib b/src/3rdparty/LuaJIT-2.0.5/src/minilua.lib
index 1a4ed3f..e2b3ac3 100644
--- a/src/3rdparty/LuaJIT-2.0.5/src/minilua.lib
+++ b/src/3rdparty/LuaJIT-2.0.5/src/minilua.lib
Binary files differ
diff --git a/src/libjin/graphics/je_graphic.cpp b/src/libjin/graphics/je_graphic.cpp
index d326823..ef56ef0 100644
--- a/src/libjin/graphics/je_graphic.cpp
+++ b/src/libjin/graphics/je_graphic.cpp
@@ -96,8 +96,8 @@ namespace JinEngine
float sly = slice.y / mSize.h;
float slw = slice.w / mSize.w;
float slh = slice.h / mSize.h;
- textureCoords[0] = slx; textureCoords[1] = sly;
- textureCoords[2] = slx; textureCoords[3] = sly + slh;
+ textureCoords[0] = slx; textureCoords[1] = sly;
+ textureCoords[2] = slx; textureCoords[3] = sly + slh;
textureCoords[4] = slx + slw; textureCoords[5] = sly + slh;
textureCoords[6] = slx + slw; textureCoords[7] = sly;
diff --git a/src/libjin/graphics/shaders/je_jsl_compiler.cpp b/src/libjin/graphics/shaders/je_jsl_compiler.cpp
index 1be4e1c..080e668 100644
--- a/src/libjin/graphics/shaders/je_jsl_compiler.cpp
+++ b/src/libjin/graphics/shaders/je_jsl_compiler.cpp
@@ -22,7 +22,8 @@ namespace JinEngine
JinEngine::String SHADER_VERTEX_COORDS = "jin_VertexCoords";
JinEngine::String SHADER_TEXTURE_COORDS = "jin_TextureCoords";
JinEngine::String SHADER_VERSION = "#version 130 core \n";
- JinEngine::String SHADER_COMMON =
+ JinEngine::String SHADER_DEFINITIONS =
+ // Types
"#define Number float \n"
"#define Texture sampler2D \n"
"#define Canvas sampler2D \n"
@@ -30,29 +31,33 @@ namespace JinEngine
"#define Vec2 vec2 \n"
"#define Vec3 vec3 \n"
"#define Vec4 vec4 \n"
- " \n"
+ // Functions
"#define texel texture2D \n"
- " \n"
+ // Structs
"struct Vertex \n"
"{ \n"
" vec2 xy; \n"
" vec2 uv; \n"
"}; \n"
"\n";
+ JinEngine::String SHADER_UNIFORMS =
+ "uniform Texture " + SHADER_MAIN_TEXTURE + ";\n"
+ "uniform mat4 " + SHADER_PROJECTION_MATRIX + ";\n"
+ "uniform mat4 " + SHADER_MODELVIEW_MATRIX + ";\n";
JinEngine::String JSLCompiler::formatVertexShader(const JinEngine::String& vert)
{
static JinEngine::String vert_part1 =
SHADER_VERSION +
- SHADER_COMMON +
- "uniform mat4 " + SHADER_PROJECTION_MATRIX + ";\n"
- "uniform mat4 " + SHADER_MODELVIEW_MATRIX + ";\n"
+ SHADER_DEFINITIONS +
+ SHADER_UNIFORMS +
"in vec2 " + SHADER_VERTEX_COORDS + ";\n"
- "in vec2 " + SHADER_TEXTURE_COORDS + ";\n"
+ "in vec2 " + SHADER_TEXTURE_COORDS + ";\n";
+ static JinEngine::String vert_part2 =
+ "\n"
"out vec4 jin_Color; \n"
"out vec2 jin_XY; \n"
- "out vec2 jin_UV; \n";
- static JinEngine::String vert_part2 =
+ "out vec2 jin_UV; \n"
"void main()\n"
"{\n"
" vec4 v = " + SHADER_MODELVIEW_MATRIX + " * vec4(" + SHADER_VERTEX_COORDS + ", 0, 1.0);\n"
@@ -69,13 +74,14 @@ namespace JinEngine
{
static JinEngine::String frag_part1 =
SHADER_VERSION +
- SHADER_COMMON +
- "uniform Texture " + SHADER_MAIN_TEXTURE + "; \n"
+ SHADER_DEFINITIONS +
+ SHADER_UNIFORMS +
"in vec4 jin_Color; \n"
"in vec2 jin_XY; \n"
- "in vec2 jin_UV; \n"
- "out vec4 jin_OutColor; \n";
+ "in vec2 jin_UV; \n";
static JinEngine::String frag_part2 =
+ "\n"
+ "out vec4 jin_OutColor; \n"
"void main() \n"
"{\n"
" jin_OutColor = frag(jin_Color, " + SHADER_MAIN_TEXTURE + ", Vertex(jin_XY, jin_UV));\n"
@@ -90,11 +96,11 @@ namespace JinEngine
int loc_END_VERTEX_SHADER = jsl.find("#END_VERTEX_SHADER");
int loc_FRAGMENT_SHADER = jsl.find("#FRAGMENT_SHADER");
int loc_END_FRAGMENT_SHADER = jsl.find("#END_FRAGMENT_SHADER");
- if (loc_VERTEX_SHADER == string::npos
- || loc_END_VERTEX_SHADER == string::npos
- || loc_FRAGMENT_SHADER == string::npos
- || loc_END_FRAGMENT_SHADER == string::npos
- )
+ if ( loc_VERTEX_SHADER == string::npos
+ || loc_END_VERTEX_SHADER == string::npos
+ || loc_FRAGMENT_SHADER == string::npos
+ || loc_END_FRAGMENT_SHADER == string::npos
+ )
return false;
// Load vertex and fragment shader source into buffers.
{
diff --git a/src/libjin/graphics/shaders/je_shader.h b/src/libjin/graphics/shaders/je_shader.h
index d17531f..a92e206 100644
--- a/src/libjin/graphics/shaders/je_shader.h
+++ b/src/libjin/graphics/shaders/je_shader.h
@@ -33,13 +33,6 @@ namespace JinEngine
{
public:
///
- /// Create shader program from source code.
- ///
- /// @param source The shader source code.
- ///
- //static Shader* createShader(const std::string& source);
-
- ///
/// Shader constructor.
///
Shader(const std::string& program);