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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added Context, Bind and Unbind to GeometryBinding
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@@ -136,7 +136,7 @@ namespace GlitchyEngine
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_indexBuffer = new IndexBuffer(Window.Context, (.)indices.Count, .Immutable);
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_indexBuffer.SetData(indices);
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_geometryBinding = new GeometryBinding();
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_geometryBinding = new GeometryBinding(_window.Context);
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_geometryBinding.SetVertexBufferSlot(_vertexBuffer, 0);
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_geometryBinding.SetVertexLayout(_vertexLayout);
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_geometryBinding.SetPrimitiveTopology(.TriangleList);
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@@ -175,7 +175,7 @@ namespace GlitchyEngine
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_window.Context.SetRenderTarget(null);
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_window.Context.BindRenderTargets();
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_geometryBinding.Bind(_window.Context);
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_geometryBinding.Bind();
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_window.Context.SetVertexShader(_vertexShader);
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@@ -73,8 +73,11 @@ namespace GlitchyEngine.Renderer
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}
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public void Bind(GraphicsContext context)
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public override void Bind(GraphicsContext context = null)
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{
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var context;
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context ??= _context;
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context.nativeContext.InputAssembler.SetVertexBuffers(0, nativeBuffers.Count, &nativeBuffers, &bufferStrides, &bufferOffsets);
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context.nativeContext.InputAssembler.SetInputLayout(_vertexLayout.nativeLayout);
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context.nativeContext.InputAssembler.SetPrimitiveTopology((.)_primitiveTopology);
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@@ -82,8 +85,11 @@ namespace GlitchyEngine.Renderer
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context.nativeContext.InputAssembler.SetIndexBuffer(_indexBuffer.nativeBuffer, _indexBuffer.Format == .Index32Bit ? .R32_UInt : .R16_UInt, _indexByteOffset);
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}
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public void Unbind(GraphicsContext context)
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public void Unbind(GraphicsContext context = null)
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{
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var context;
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context ??= _context;
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ID3D11Buffer*[nativeBuffers.Count] nullBuffers = .();
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uint32[nativeBuffers.Count] zeroStrides = .();
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uint32[nativeBuffers.Count] zeroOffsets = .();
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@@ -5,6 +5,8 @@ namespace GlitchyEngine.Renderer
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{
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public class GeometryBinding
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{
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internal GraphicsContext _context;
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internal List<VertexBufferBinding> _vertexBuffers = new .() ~ delete _;
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internal IndexBuffer _indexBuffer;
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internal VertexLayout _vertexLayout;
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@@ -12,6 +14,11 @@ namespace GlitchyEngine.Renderer
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internal uint32 _indexCount;
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internal PrimitiveTopology _primitiveTopology;
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public this(GraphicsContext context)
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{
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_context = context;
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}
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public VertexBufferBinding GetVertexBuffer(uint32 slot)
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{
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return _vertexBuffers[slot];
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@@ -79,5 +86,9 @@ namespace GlitchyEngine.Renderer
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}
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protected extern void PlatformSetIndexBuffer(IndexBuffer indexBuffer);
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public extern void Bind(GraphicsContext context = null);
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public extern void Unbind(GraphicsContext context = null);
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}
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}
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