mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Added SetViewport to GraphicsContext, removed Dx11Cheater, cleanup
This commit is contained in:
@@ -1,6 +1,5 @@
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using System;
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using GlitchyEngine.Events;
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using GlitchyEngine.Platform.DX11;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.Math;
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using DirectX.D3D11;
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@@ -97,7 +96,7 @@ namespace GlitchyEngine
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Runtime.FatalError("Failed to compile Vertex Shader");
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}
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result = Dx11Cheater.Device.CreateVertexShader(vsCode.GetBufferPointer(), vsCode.GetBufferSize(), null, &_vertexShader);
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result = Window.Context.[Friend]nativeDevice.CreateVertexShader(vsCode.GetBufferPointer(), vsCode.GetBufferSize(), null, &_vertexShader);
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if(result.Failed)
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{
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@@ -112,7 +111,7 @@ namespace GlitchyEngine
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InputElementDescription("COLOR", 0, .R8G8B8A8_UNorm, 0)
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);
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result = Dx11Cheater.Device.CreateInputLayout(&elementDescs, (.)elementDescs.Count, vsCode.GetBufferPointer(), vsCode.GetBufferSize(), &_inputLayout);
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result = Window.Context.[Friend]nativeDevice.CreateInputLayout(&elementDescs, (.)elementDescs.Count, vsCode.GetBufferPointer(), vsCode.GetBufferSize(), &_inputLayout);
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vsCode.Release();
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@@ -137,7 +136,7 @@ namespace GlitchyEngine
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Runtime.FatalError("Failed to compile Pixel Shader");
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}
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result = Dx11Cheater.Device.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
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result = Window.Context.[Friend]nativeDevice.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
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psCode.Release();
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@@ -217,7 +216,7 @@ namespace GlitchyEngine
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Window.Context.SetVertexBuffer(0, _vertexBuffer);
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Window.Context.SetIndexBuffer(_indexBuffer);
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var _immediateContext = Dx11Cheater.ImmediateContext;
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var _immediateContext = Window.Context.[Friend]nativeContext;
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_immediateContext.InputAssembler.SetInputLayout(_inputLayout);
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_immediateContext.InputAssembler.SetPrimitiveTopology(.TriangleList);
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@@ -226,7 +225,7 @@ namespace GlitchyEngine
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Window.Context.SetRasterizerState(_rasterizerState);
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_immediateContext.Rasterizer.SetViewports(1, &Dx11Cheater.BackbufferViewport);
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Window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
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_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);
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@@ -2,10 +2,6 @@ using System;
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using ImGui;
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using GlitchyEngine.Events;
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// Temporary
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using GlitchyEngine.Platform.DX11;
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//using GlitchyEngine.Platform.DX11.Renderer;
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namespace GlitchyEngine.ImGui
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{
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public class ImGuiLayer : Layer
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@@ -1,17 +0,0 @@
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using DirectX.D3D11;
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using DirectX.DXGI;
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namespace GlitchyEngine.Platform.DX11
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{
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public static class Dx11Cheater
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{
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public static ID3D11Device* Device;
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public static ID3D11DeviceContext* ImmediateContext;
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public static ID3D11DeviceContext* Context => ImmediateContext;
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public static IDXGISwapChain* SwapChain;
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public static ID3D11RenderTargetView* BackbufferTarget;
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public static Viewport BackbufferViewport;
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}
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}
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@@ -7,19 +7,13 @@ using DirectX.DXGI.DXGI1_2;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine.Platform.DX11;
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using internal GlitchyEngine.Renderer;
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//using internal GlitchyEngine.Platform.DX11.Renderer;
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namespace GlitchyEngine.Renderer
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//namespace GlitchyEngine.Platform.DX11.Renderer
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{
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/// DirectX 11 specific implementation of the GraphicsContext
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extension GraphicsContext
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//public class Dx11Context : GraphicsContext
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{
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//private Dx11SwapChain _swapChain;
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private SwapChain _swapChain;
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internal Windows.HWnd nativeWindowHandle;
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@@ -40,7 +34,6 @@ namespace GlitchyEngine.Renderer
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nativeWindowHandle = windowHandle;
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_swapChain = new SwapChain(this);
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//_swapChain = new Dx11SwapChain(this);
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}
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public ~this()
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@@ -94,9 +87,6 @@ namespace GlitchyEngine.Renderer
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}
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}
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#endif
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Dx11Cheater.Device = nativeDevice;
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Dx11Cheater.ImmediateContext = nativeContext;
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Log.EngineLogger.Trace("D3D11 Device and Context created (Feature level: {})", deviceLevel);
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}
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@@ -110,7 +100,6 @@ namespace GlitchyEngine.Renderer
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if(renderTarget == null)
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{
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_renderTargets[slot] = _swapChain.nativeBackBufferTarget;
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//_immediateContext.OutputMerger.SetRenderTargets(1, &_swapChain._backBufferTarget, null);
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}
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else
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{
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@@ -161,5 +150,10 @@ namespace GlitchyEngine.Renderer
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{
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nativeContext.Rasterizer.SetState(_currentRasterizerState.nativeRasterizerState);
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}
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public override void SetViewports(uint32 viewportsCount, GlitchyEngine.Renderer.Viewport* viewports)
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{
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nativeContext.Rasterizer.SetViewports(viewportsCount, (.)viewports);
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}
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}
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}
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@@ -1,6 +1,5 @@
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using DirectX.D3D11;
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using DirectX.DXGI.DXGI1_2;
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using GlitchyEngine.Platform.DX11;
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using System.Diagnostics;
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using internal GlitchyEngine.Renderer;
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@@ -19,7 +18,6 @@ namespace GlitchyEngine.Renderer
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internal IDXGISwapChain1* nativeSwapChain;
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internal ID3D11RenderTargetView* nativeBackBufferTarget;
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private DirectX.D3D11.Viewport _backBufferViewport;
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public override uint32 Width
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{
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@@ -51,7 +49,6 @@ namespace GlitchyEngine.Renderer
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public override GraphicsContext Context => _context;
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//public this(Dx11Context context)
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public this(GraphicsContext context)
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{
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_context = context;
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@@ -129,8 +126,6 @@ namespace GlitchyEngine.Renderer
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Debug.Assert(createResult.Succeeded, scope $"Failed to create swap chain. Message({(int32)createResult}):{createResult}");
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factory.Release();
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Dx11Cheater.SwapChain = nativeSwapChain;
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}
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nativeSwapChain.GetBuffer<ID3D11Texture2D>(0, let backBuffer);
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@@ -138,11 +133,7 @@ namespace GlitchyEngine.Renderer
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RenderTargetViewDescription rtvDesc = .(backBuffer, .Texture2D, backBufferViewFormat);
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_context.nativeDevice.CreateRenderTargetView(backBuffer, &rtvDesc, &nativeBackBufferTarget);
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Dx11Cheater.BackbufferTarget = nativeBackBufferTarget;
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_backBufferViewport = DirectX.D3D11.Viewport(0, 0, _width, _height, 0.0f, 1.0f);
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Dx11Cheater.BackbufferViewport = _backBufferViewport;
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_backBufferViewport = GlitchyEngine.Renderer.Viewport(0, 0, _width, _height, 0.0f, 1.0f);
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backBuffer.Release();
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}
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@@ -7,9 +7,7 @@ using DirectX.Windows.Kernel32;
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using DirectX.Windows.WindowMessages;
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using GlitchyEngine.Events;
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using System.Diagnostics;
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using GlitchyEngine.Platform.DX11;
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using GlitchyEngine.Math;
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//using GlitchyEngine.Platform.DX11.Renderer;
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using GlitchyEngine.Renderer;
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using static System.Windows;
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@@ -198,7 +196,6 @@ namespace GlitchyEngine
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_windowHandle = CreateWindowExW(.None, _windowClass.ClassName, desc.Title.ToScopedNativeWChar!(), .WS_OVERLAPPEDWINDOW | .WS_VISIBLE,
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CW_USEDEFAULT, CW_USEDEFAULT, desc.Width, desc.Height, 0, 0, (.)_instanceHandle, null);
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//_graphicsContext = new Dx11Context(_windowHandle);
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_graphicsContext = new GraphicsContext(_windowHandle);
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_graphicsContext.Init();
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@@ -208,8 +205,6 @@ namespace GlitchyEngine
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LoadWindowRectangle();
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Log.EngineLogger.Trace("Created window \"{}\" ({}, {})", Title, Width, Height);
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//DirectX.Init(_windowHandle, (.)Width, (.)Height);
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}
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private bool _isResizingOrMoving;
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@@ -1,15 +1,14 @@
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using GlitchyEngine.Math;
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using System;
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namespace GlitchyEngine.Renderer
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{
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public class RenderTarget;
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//public abstract class GraphicsContext
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public class GraphicsContext
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{
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private RasterizerState _currentRasterizerState;
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//public abstract SwapChain SwapChain {get;}
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public extern SwapChain SwapChain {get;}
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/**
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@@ -17,7 +16,6 @@ namespace GlitchyEngine.Renderer
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*/
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//public static extern uint32 MaxRenderTargetCount();
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//public abstract void Init();
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public extern void Init();
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/**
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@@ -27,7 +25,6 @@ namespace GlitchyEngine.Renderer
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* @remarks When @RenderTarget is null the backbuffer will be bound.
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* @BindRenderTargets has to be called in order to bind the rendertargets.
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*/
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//public abstract void SetRenderTarget(RenderTarget renderTarget, int slot = 0);
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public extern void SetRenderTarget(RenderTarget renderTarget, int slot = 0);
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/**
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@@ -36,7 +33,6 @@ namespace GlitchyEngine.Renderer
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* @param slot The slot to which the rendertarget will be bound.
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* @remarks When @RenderTarget is null the backbuffer will be bound.
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*/
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//public abstract void BindRenderTargets(); // Todo: maybe do this automatically when a drawcall is issued
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public extern void BindRenderTargets(); // Todo: maybe do this automatically when a drawcall is issued
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/**
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@@ -45,7 +41,6 @@ namespace GlitchyEngine.Renderer
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* @param color The color to clear the render target with.
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* @remarks When @renderTarget is null the backbuffer will be cleared.
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*/
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//public abstract void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color);
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public extern void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color);
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//public abstract void SetViewport(Viewport viewport);
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@@ -91,5 +86,27 @@ namespace GlitchyEngine.Renderer
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{
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return _currentRasterizerState;
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}
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[Inline]
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public void SetViewport(Viewport viewport)
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{
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var viewport;
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SetViewports(1, &viewport);
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}
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[Inline]
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public void SetViewports(Viewport[] viewports)
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{
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SetViewports((.)viewports.Count, viewports.CArray());
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}
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[Inline]
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public void SetViewports<CSize>(Viewport[CSize] viewports) where CSize : const int
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{
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var viewports;
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SetViewports(CSize, &viewports);
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}
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public extern void SetViewports(uint32 viewportsLength, Viewport* viewports);
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}
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}
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@@ -2,6 +2,8 @@ namespace GlitchyEngine.Renderer
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{
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public class SwapChain
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{
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private Viewport _backBufferViewport;
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public extern GraphicsContext Context {get;}
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/**
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@@ -15,6 +17,8 @@ namespace GlitchyEngine.Renderer
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*/
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public extern uint32 Height {get; set;}
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public Viewport BackbufferViewport => _backBufferViewport;
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public extern void Init();
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/**
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