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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Separate handling for hlsl and fx files
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@@ -31,7 +31,7 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileFunction!();
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_clearUintFx = Content.LoadAsset("Resources/Shaders/ClearUInt.hlsl", null, true);
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_clearUintFx = Content.LoadAsset("Resources/Shaders/ClearUInt.fx", null, true);
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BlendStateDescription desc =.Default;
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desc.RenderTarget[0].BlendEnable = false;
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_nonblendingState = new BlendState(desc);
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@@ -150,8 +150,6 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileFunction!();
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//LineEffect = Content.LoadAsset("Shaders\\lineShader.hlsl");
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LineGeometry = new GeometryBinding();
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LineGeometry.SetPrimitiveTopology(.LineList);
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@@ -180,8 +178,8 @@ namespace GlitchyEngine.Renderer
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static void InitDeferredRenderer()
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{
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TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.hlsl", null, true);
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s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.hlsl", null, true);
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TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.fx", null, true);
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s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.fx", null, true);
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_gBuffer = new GBuffer();
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BlendStateDescription gBufferBlendDesc = .Default;
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@@ -187,10 +187,10 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileFunction!();
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s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.hlsl", null, true);
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s_quadBatchEffect = Content.LoadAsset("Resources/Shaders/spritebatch.fx", null, true);
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s_quadBatchMaterial = new Material(s_quadBatchEffect);
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s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.hlsl", null, true);
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s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.hlsl", null, true);
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s_circleBatchEffect = Content.LoadAsset("Resources/Shaders/circlebatch.fx", null, true);
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s_lineBatchEffect = Content.LoadAsset("Resources/Shaders/linebatch.fx", null, true);
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}
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private static void InitGeometry()
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@@ -33,7 +33,7 @@ namespace GlitchyEngine.Renderer.Text
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InitFreetype();
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// TODO: We might get away with a non blocking load here, but not for now!
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_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl", null, true);
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_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.fx", null, true);
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_msdfMaterial = new Material(_msdfEffect);
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s_isInitialized = true;
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@@ -47,7 +47,7 @@ class SceneRenderer
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});
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_cameraTarget.[Friend]Identifier = "Camera Target";
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_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl", null, true);
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_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.fx", null, true);
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}
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/// Sets the size of the viewport into which the scene will be rendered.
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