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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
(Breaking) Made VertexLayout initialization sexy
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@@ -91,9 +91,9 @@ namespace GlitchyEngine
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// Create Input Layout
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_vertexLayout = new VertexLayout(_window.Context, new .(
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VertexElement("POSITION", 0, .R32G32B32_Float, 0),
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VertexElement("COLOR", 0, .R8G8B8A8_UNorm, 0)
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), _vertexShader.[Friend]nativeCode);
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VertexElement(.R32G32B32_Float, "POSITION"),
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VertexElement(.R8G8B8A8_UNorm, "COLOR"),
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), _vertexShader);
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//
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// Load pixel shader
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@@ -11,11 +11,11 @@ namespace GlitchyEngine.Renderer
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{
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internal ID3D11InputLayout* nativeLayout ~ _?.Release();
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public ID3DBlob* nativeShaderCode;
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public ID3DBlob* nativeShaderCode ~ _?.Release();
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public this(GraphicsContext context, VertexElement[] ownElements, ID3DBlob* nativeShaderCode)
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public this(GraphicsContext context, VertexElement[] ownElements, VertexShader vertexShader)
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{
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this.nativeShaderCode = nativeShaderCode;
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nativeShaderCode = vertexShader.nativeCode..AddRef();
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_context = context;
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_elements = ownElements;
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@@ -56,11 +56,11 @@ namespace GlitchyEngine.Renderer
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public this() => this = default;
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public this(String semanticName, uint32 semanticIndex, Format format, uint32 inputSlot, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
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public this(Format format, String semanticName, uint32 semanticIndex = 0, uint32 inputSlot = 0, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
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{
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Format = format;
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SemanticName = semanticName;
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SemanticIndex = semanticIndex;
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Format = format;
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InputSlot = inputSlot;
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AlignedByteOffset = offset;
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InputSlotClass = slotClass;
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@@ -85,7 +85,7 @@ namespace GlitchyEngine.Renderer
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// Todo: DirectX needs shader!
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/// Takes ownership of ownElements!
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public this(GraphicsContext context, VertexElement[] ownElements)
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public this(GraphicsContext context, VertexElement[] ownElements, VertexShader vertexShader)
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{
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_context = context;
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_elements = ownElements;
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