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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
RenderTargetGroup GetData, Shader uint support
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@@ -44,7 +44,7 @@ namespace GlitchyEditor
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Editor _editor ~ delete _;
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RenderTarget2D _cameraTarget ~ _.ReleaseRef();
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RenderTarget2D _viewportTarget ~ _.ReleaseRef();
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RenderTargetGroup _viewportTarget ~ _.ReleaseRef();
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SettingsWindow _settingsWindow = new .() ~ delete _;
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@@ -89,8 +89,16 @@ namespace GlitchyEditor
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_cameraTarget = new RenderTarget2D(RenderTarget2DDescription(.R16G16B16A16_Float, 100, 100) {DepthStencilFormat = .D32_Float});
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_cameraTarget.SamplerState = SamplerStateManager.LinearClamp;
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_viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100));
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_viewportTarget.SamplerState = SamplerStateManager.LinearClamp;
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//_viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100));
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//_viewportTarget.SamplerState = SamplerStateManager.LinearClamp;
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_viewportTarget = new RenderTargetGroup(.()
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{
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Width = 100,
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Height = 100,
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ColorTargetDescriptions = TargetDescription[](
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.(.R8G8B8A8_UNorm))
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});
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_editorIcons = new Texture2D("Textures/EditorIcons.dds");
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_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
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@@ -114,7 +122,7 @@ namespace GlitchyEditor
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RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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RenderCommand.SetRenderTarget(_viewportTarget, 0, true);
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RenderCommand.SetRenderTargetGroup(_viewportTarget, true);
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RenderCommand.BindRenderTargets();
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RenderCommand.SetViewport(Viewport(0, 0, _viewportTarget.Width, _viewportTarget.Height));
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