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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added Effect constructor
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@@ -44,6 +44,17 @@ namespace GlitchyEngine.Renderer
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}
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public this(GraphicsContext context, String filename, String vsEntry, String psEntry)
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{
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let vs = Shader.FromFile!<VertexShader>(context, filename, vsEntry);
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VertexShader = vs;
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vs.ReleaseRef();
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let ps = Shader.FromFile!<PixelShader>(context, filename, psEntry);
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PixelShader = ps;
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ps.ReleaseRef();
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}
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public this(String vsPath, String vsEntry, String psPath, String psEntry)
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{
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Compile(vsPath, vsEntry, psPath, psEntry);
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@@ -86,29 +86,9 @@ namespace Sandbox
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{
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_context = Application.Get().Window.Context..AddRef();
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{
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_effect = new Effect();
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_effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl", "VS", "PS");
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let vs = Shader.FromFile!<VertexShader>(_context, "content\\basicShader.hlsl", "VS");
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_effect.VertexShader = vs;
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vs.ReleaseRef();
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let ps = Shader.FromFile!<PixelShader>(_context, "content\\basicShader.hlsl", "PS");
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_effect.PixelShader = ps;
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ps.ReleaseRef();
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}
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{
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_textureEffect = new Effect();
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let vs = Shader.FromFile!<VertexShader>(_context, "content\\textureShader.hlsl", "VS");
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_textureEffect.VertexShader = vs;
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vs.ReleaseRef();
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let ps = Shader.FromFile!<PixelShader>(_context, "content\\textureShader.hlsl", "PS");
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_textureEffect.PixelShader = ps;
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ps.ReleaseRef();
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}
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_textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl", "VS", "PS");
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// Create Input Layout
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