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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Use static D3D11 device and context
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@@ -31,10 +31,10 @@ namespace GlitchyEngine.Renderer
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{
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_context = context..AddRef();
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/*
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_sceneConstants = new Buffer<SceneConstants>(_context, .(0, .Constant, .Dynamic, .Write));
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_sceneConstants = new Buffer<SceneConstants>(.(0, .Constant, .Dynamic, .Write));
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_sceneConstants.Update();
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_objectConstants = new Buffer<ObjectConstants>(_context, .(0, .Constant, .Dynamic, .Write));
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_objectConstants = new Buffer<ObjectConstants>(.(0, .Constant, .Dynamic, .Write));
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_objectConstants.Update();
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*/
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@@ -53,23 +53,23 @@ namespace GlitchyEngine.Renderer
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{
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LineEffect = effectLibrary.Load("content\\Shaders\\lineShader.hlsl");
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LineGeometry = new GeometryBinding(_context);
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LineGeometry = new GeometryBinding();
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LineGeometry.SetPrimitiveTopology(.LineList);
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Vector4[2] vertices = .(.Zero, .Zero);
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LineVertices = new VertexBuffer(_context, sizeof(Vector4), 2, .Dynamic, .Write);
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LineVertices = new VertexBuffer(sizeof(Vector4), 2, .Dynamic, .Write);
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LineVertices.SetData<Vector4>(vertices, 0, .WriteDiscard);
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LineGeometry.SetVertexBufferSlot(LineVertices, 0);
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uint16[2] indices = .(0, 1);
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IndexBuffer indexBuffer = new IndexBuffer(_context, 2, .Immutable);
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IndexBuffer indexBuffer = new IndexBuffer(2, .Immutable);
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indexBuffer.SetData(indices);
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LineGeometry.SetIndexBuffer(indexBuffer);
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indexBuffer.ReleaseRef();
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VertexElement[] vertexElements = new VertexElement[1];
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vertexElements[0] = .(.R32G32B32_Float, "POSITION");
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VertexLayout layout = new VertexLayout(_context, vertexElements, true, LineEffect.VertexShader);
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VertexLayout layout = new VertexLayout(vertexElements, true, LineEffect.VertexShader);
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LineGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
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}
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