mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added SetViewport to GraphicsContext, removed Dx11Cheater, cleanup
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@@ -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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