Added SetViewport to GraphicsContext, removed Dx11Cheater, cleanup

This commit is contained in:
Simon Lübeß
2020-11-25 21:23:05 +01:00
parent 684669321a
commit 0d4bab5dba
8 changed files with 38 additions and 59 deletions
+5 -6
View File
@@ -1,6 +1,5 @@
using System;
using GlitchyEngine.Events;
using GlitchyEngine.Platform.DX11;
using GlitchyEngine.ImGui;
using GlitchyEngine.Math;
using DirectX.D3D11;
@@ -97,7 +96,7 @@ namespace GlitchyEngine
Runtime.FatalError("Failed to compile Vertex Shader");
}
result = Dx11Cheater.Device.CreateVertexShader(vsCode.GetBufferPointer(), vsCode.GetBufferSize(), null, &_vertexShader);
result = Window.Context.[Friend]nativeDevice.CreateVertexShader(vsCode.GetBufferPointer(), vsCode.GetBufferSize(), null, &_vertexShader);
if(result.Failed)
{
@@ -112,7 +111,7 @@ namespace GlitchyEngine
InputElementDescription("COLOR", 0, .R8G8B8A8_UNorm, 0)
);
result = Dx11Cheater.Device.CreateInputLayout(&elementDescs, (.)elementDescs.Count, vsCode.GetBufferPointer(), vsCode.GetBufferSize(), &_inputLayout);
result = Window.Context.[Friend]nativeDevice.CreateInputLayout(&elementDescs, (.)elementDescs.Count, vsCode.GetBufferPointer(), vsCode.GetBufferSize(), &_inputLayout);
vsCode.Release();
@@ -137,7 +136,7 @@ namespace GlitchyEngine
Runtime.FatalError("Failed to compile Pixel Shader");
}
result = Dx11Cheater.Device.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
result = Window.Context.[Friend]nativeDevice.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
psCode.Release();
@@ -217,7 +216,7 @@ namespace GlitchyEngine
Window.Context.SetVertexBuffer(0, _vertexBuffer);
Window.Context.SetIndexBuffer(_indexBuffer);
var _immediateContext = Dx11Cheater.ImmediateContext;
var _immediateContext = Window.Context.[Friend]nativeContext;
_immediateContext.InputAssembler.SetInputLayout(_inputLayout);
_immediateContext.InputAssembler.SetPrimitiveTopology(.TriangleList);
@@ -226,7 +225,7 @@ namespace GlitchyEngine
Window.Context.SetRasterizerState(_rasterizerState);
_immediateContext.Rasterizer.SetViewports(1, &Dx11Cheater.BackbufferViewport);
Window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);