mirror of
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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@@ -107,15 +107,15 @@ namespace GlitchyEngine.Renderer
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private static void InitEffect()
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{
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s_textureColorEffect = new Effect(Renderer._context, "content\\Shaders\\textureColor.hlsl");
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s_batchEffect = new Effect(Renderer._context, "content\\Shaders\\spritebatch.hlsl");
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s_textureColorEffect = new Effect("content\\Shaders\\textureColor.hlsl");
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s_batchEffect = new Effect("content\\Shaders\\spritebatch.hlsl");
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}
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private static void InitGeometry()
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{
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VertexLayout layout = new VertexLayout(Renderer._context, QuadVertex.VertexElements, false, s_textureColorEffect.VertexShader);
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VertexLayout layout = new VertexLayout(QuadVertex.VertexElements, false, s_textureColorEffect.VertexShader);
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VertexBuffer quadVertices = new VertexBuffer(Renderer._context, typeof(QuadVertex), 4, .Immutable);
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VertexBuffer quadVertices = new VertexBuffer(typeof(QuadVertex), 4, .Immutable);
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QuadVertex[4] vertices = .(
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.(-0.5f,-0.5f, 0, 1),
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@@ -126,7 +126,7 @@ namespace GlitchyEngine.Renderer
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quadVertices.SetData(vertices);
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IndexBuffer quadIndices = new IndexBuffer(Renderer._context, 6, .Immutable);
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IndexBuffer quadIndices = new IndexBuffer(6, .Immutable);
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uint16[6] indices = .(
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0, 1, 2,
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@@ -135,7 +135,7 @@ namespace GlitchyEngine.Renderer
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quadIndices.SetData(indices);
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s_quadGeometry = new GeometryBinding(Renderer._context);
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s_quadGeometry = new GeometryBinding();
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s_quadGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
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s_quadGeometry.SetPrimitiveTopology(.TriangleList);
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s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
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@@ -147,7 +147,7 @@ namespace GlitchyEngine.Renderer
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private static void InitInstancingGeometry()
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{
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s_instanceBuffer = new VertexBuffer(Renderer._context, typeof(BatchVertex), 1024, .Dynamic, .Write);
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s_instanceBuffer = new VertexBuffer(typeof(BatchVertex), 1024, .Dynamic, .Write);
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s_instanceBuffer.SetData(0);
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VertexElement[] vertexElements = new .(
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@@ -162,9 +162,9 @@ namespace GlitchyEngine.Renderer
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VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1)
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);
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VertexLayout batchLayout = new VertexLayout(Renderer._context, vertexElements, true, s_batchEffect.VertexShader);
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VertexLayout batchLayout = new VertexLayout(vertexElements, true, s_batchEffect.VertexShader);
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s_batchBinding = new GeometryBinding(Renderer._context);
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s_batchBinding = new GeometryBinding();
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s_batchBinding.SetVertexLayout(batchLayout..ReleaseRefNoDelete());
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s_batchBinding.SetPrimitiveTopology(.TriangleList);
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@@ -191,7 +191,7 @@ namespace GlitchyEngine.Renderer
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Usage = .Immutable,
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CpuAccess = .None
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};
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s_whiteTexture = new Texture2D(Renderer._context, tex2Ddesc);
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s_whiteTexture = new Texture2D(tex2Ddesc);
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Color color = .White;
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s_whiteTexture.SetData(&color);
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@@ -304,7 +304,7 @@ namespace GlitchyEngine.Renderer
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s_currentEffect.Bind(Renderer._context);
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s_batchBinding.InstanceCount = s_setInstances;
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s_batchBinding.Bind(Renderer._context);
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s_batchBinding.Bind();
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RenderCommand.DrawIndexedInstanced(s_batchBinding);
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s_setInstances = 0;
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@@ -389,7 +389,7 @@ namespace GlitchyEngine.Renderer
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s_textureColorEffect.Bind(Renderer._context);
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s_quadGeometry.Bind(Renderer._context);
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s_quadGeometry.Bind();
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RenderCommand.DrawIndexed(s_quadGeometry);
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}
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