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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added Buffers to Shaders
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@@ -87,7 +87,7 @@ namespace GlitchyEngine
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private void MakeTestTriangle()
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{
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_vertexShader = Shader.FromFile!<VertexShader>(_window.Context, "content\\basicShader.hlsl", "VS");
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// Create Input Layout
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_vertexLayout = new VertexLayout(_window.Context, new .(
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@@ -100,12 +100,15 @@ namespace GlitchyEngine
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//
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_pixelShader = Shader.FromFile!<PixelShader>(_window.Context, "content\\basicShader.hlsl", "PS");
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_pixelShader.[Friend]_buffers = new .[1];
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//Todo: _pixelShader.[Friend]_buffers = new .[1];
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_cBuffer = new Buffer<ColorRGBA>(_window.Context, .(0, .Constant, .Immutable, .None));
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_cBuffer.Data = .White;
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_cBuffer.Update();
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_pixelShader.Buffers.ReplaceBuffer("Constants", _cBuffer);
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float pO3 = Math.PI_f / 3.0f;
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VertexColor[?] vertices = .(
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VertexColor(.Zero, Color(255,255,255)),
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@@ -171,15 +174,12 @@ namespace GlitchyEngine
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_window.Context.SetPrimitiveTopology(.TriangleList);
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var _immediateContext = _window.Context.[Friend]nativeContext;
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_window.Context.SetVertexShader(_vertexShader);
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_window.Context.SetRasterizerState(_rasterizerState);
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_window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
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_immediateContext.PixelShader.SetConstantBuffers(0, 1, &_cBuffer.[Friend]nativeBuffer);
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_window.Context.SetPixelShader(_pixelShader);
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_window.Context.DrawIndexed(3 * 6);
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