@ -21,11 +21,13 @@
# define DESKTOP
# define DESKTOP
# define WINDOWS
# define WINDOWS
# define SOKOL_GLCORE33
# define SOKOL_GLCORE33
# define SAMPLE_COUNT 4
# endif
# endif
# if defined(__EMSCRIPTEN__)
# if defined(__EMSCRIPTEN__)
# define WEB
# define WEB
# define SOKOL_GLES2
# define SOKOL_GLES2
# define SAMPLE_COUNT 1 // bumping this back to 4 is troublesome for web, because there's a mismatch in sample counts. Perhaps we must upgrade to gles3, in doing so, we should upgrade to the newest sokol gfx.
# endif
# endif
# define DRWAV_ASSERT game_assert
# define DRWAV_ASSERT game_assert
@ -2708,7 +2710,7 @@ void create_screenspace_gfx_state()
. depth = {
. depth = {
0
0
} ,
} ,
. sample_count = 1 ,
. sample_count = SAMPLE_COUNT ,
. layout = {
. layout = {
. attrs =
. attrs =
{
{
@ -2738,7 +2740,7 @@ void create_screenspace_gfx_state()
. depth = {
. depth = {
. pixel_format = SG_PIXELFORMAT_NONE ,
. pixel_format = SG_PIXELFORMAT_NONE ,
} ,
} ,
. sample_count = 1 ,
. sample_count = SAMPLE_COUNT ,
. layout = {
. layout = {
. attrs =
. attrs =
{
{
@ -2770,7 +2772,7 @@ void create_screenspace_gfx_state()
. wrap_u = SG_WRAP_CLAMP_TO_BORDER ,
. wrap_u = SG_WRAP_CLAMP_TO_BORDER ,
. wrap_v = SG_WRAP_CLAMP_TO_BORDER ,
. wrap_v = SG_WRAP_CLAMP_TO_BORDER ,
. border_color = SG_BORDERCOLOR_OPAQUE_WHITE ,
. border_color = SG_BORDERCOLOR_OPAQUE_WHITE ,
. sample_count = 1 ,
. sample_count = SAMPLE_COUNT ,
. label = " outline-pass-render-target " ,
. label = " outline-pass-render-target " ,
} ;
} ;
state . outline_pass_image = sg_make_image ( & desc ) ;
state . outline_pass_image = sg_make_image ( & desc ) ;
@ -2782,7 +2784,7 @@ void create_screenspace_gfx_state()
. label = " outline-pass " ,
. label = " outline-pass " ,
} ) ;
} ) ;
desc . sample_count = 1 ;
desc . sample_count = SAMPLE_COUNT ;
desc . label = " threedee-pass-render-target " ;
desc . label = " threedee-pass-render-target " ;
state . threedee_pass_image = sg_make_image ( & desc ) ;
state . threedee_pass_image = sg_make_image ( & desc ) ;
@ -4843,7 +4845,7 @@ Shadow_State init_shadow_state() {
. wrap_u = SG_WRAP_CLAMP_TO_BORDER ,
. wrap_u = SG_WRAP_CLAMP_TO_BORDER ,
. wrap_v = SG_WRAP_CLAMP_TO_BORDER ,
. wrap_v = SG_WRAP_CLAMP_TO_BORDER ,
. border_color = SG_BORDERCOLOR_OPAQUE_WHITE ,
. border_color = SG_BORDERCOLOR_OPAQUE_WHITE ,
. sample_count = 1 ,
. sample_count = SAMPLE_COUNT ,
. label = " shadow-map-color-image "
. label = " shadow-map-color-image "
} ;
} ;
shadows . color_img = sg_make_image ( & img_desc ) ;
shadows . color_img = sg_make_image ( & img_desc ) ;
@ -4867,7 +4869,7 @@ Shadow_State init_shadow_state() {
. shader = sg_make_shader ( threedee_mesh_shadow_mapping_shader_desc ( sg_query_backend ( ) ) ) ,
. shader = sg_make_shader ( threedee_mesh_shadow_mapping_shader_desc ( sg_query_backend ( ) ) ) ,
// Cull front faces in the shadow map pass
// Cull front faces in the shadow map pass
// .cull_mode = SG_CULLMODE_BACK,
// .cull_mode = SG_CULLMODE_BACK,
. sample_count = 1 ,
. sample_count = SAMPLE_COUNT ,
. depth = {
. depth = {
. pixel_format = SG_PIXELFORMAT_DEPTH ,
. pixel_format = SG_PIXELFORMAT_DEPTH ,
. compare = SG_COMPAREFUNC_LESS_EQUAL ,
. compare = SG_COMPAREFUNC_LESS_EQUAL ,
@ -7453,7 +7455,7 @@ sapp_desc sokol_main(int argc, char* argv[])
. frame_cb = frame ,
. frame_cb = frame ,
. cleanup_cb = cleanup ,
. cleanup_cb = cleanup ,
. event_cb = event ,
. event_cb = event ,
. sample_count = 1 , // bumping this back to 4 is troublesome for web, because there's a mismatch in sample counts. Perhaps we must upgrade to gles3, in doing so, we should upgrade to the newest sokol gfx.
. sample_count = SAMPLE_COUNT ,
. width = 800 ,
. width = 800 ,
. height = 600 ,
. height = 600 ,
//.gl_force_gles2 = true, not sure why this was here in example, look into
//.gl_force_gles2 = true, not sure why this was here in example, look into