Separate handling for hlsl and fx files

This commit is contained in:
Simon Lübeß
2025-02-11 23:07:04 +01:00
parent 06b981e88a
commit 7a306cac69
52 changed files with 155 additions and 194 deletions
@@ -31,7 +31,7 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileFunction!();
_clearUintFx = Content.LoadAsset("Resources/Shaders/ClearUInt.hlsl", null, true);
_clearUintFx = Content.LoadAsset("Resources/Shaders/ClearUInt.fx", null, true);
BlendStateDescription desc =.Default;
desc.RenderTarget[0].BlendEnable = false;
_nonblendingState = new BlendState(desc);
+2 -4
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@@ -150,8 +150,6 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileFunction!();
//LineEffect = Content.LoadAsset("Shaders\\lineShader.hlsl");
LineGeometry = new GeometryBinding();
LineGeometry.SetPrimitiveTopology(.LineList);
@@ -180,8 +178,8 @@ namespace GlitchyEngine.Renderer
static void InitDeferredRenderer()
{
TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.hlsl", null, true);
s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.hlsl", null, true);
TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.fx", null, true);
s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.fx", null, true);
_gBuffer = new GBuffer();
BlendStateDescription gBufferBlendDesc = .Default;
+3 -3
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@@ -187,10 +187,10 @@ namespace GlitchyEngine.Renderer
{
Debug.Profiler.ProfileFunction!();
s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.hlsl", null, true);
s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.fx", null, true);
s_quadBatchMaterial = new Material(s_quadBatchEffect);
s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.hlsl", null, true);
s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.hlsl", null, true);
s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.fx", null, true);
s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.fx", null, true);
}
private static void InitGeometry()
@@ -33,7 +33,7 @@ namespace GlitchyEngine.Renderer.Text
InitFreetype();
// TODO: We might get away with a non blocking load here, but not for now!
_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl", null, true);
_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.fx", null, true);
_msdfMaterial = new Material(_msdfEffect);
s_isInitialized = true;
+1 -1
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@@ -47,7 +47,7 @@ class SceneRenderer
});
_cameraTarget.[Friend]Identifier = "Camera Target";
_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl", null, true);
_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.fx", null, true);
}
/// Sets the size of the viewport into which the scene will be rendered.