mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
fix: Added (dirty) VertexLayout
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@@ -73,9 +73,10 @@ namespace GlitchyEngine
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RasterizerState _rasterizerState ~ delete _;
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RasterizerState _rasterizerState ~ delete _;
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VertexLayout _vertexLayout ~ delete _;
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ID3D11VertexShader* _vertexShader ~ _?.Release();
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ID3D11VertexShader* _vertexShader ~ _?.Release();
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ID3D11PixelShader* _pixelShader ~ _?.Release();
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ID3D11PixelShader* _pixelShader ~ _?.Release();
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ID3D11InputLayout* _inputLayout ~ _?.Release();
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private Vector3 CircleCoord(float angle)
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private Vector3 CircleCoord(float angle)
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{
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{
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@@ -106,12 +107,10 @@ namespace GlitchyEngine
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// Create Input Layout
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// Create Input Layout
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InputElementDescription[2] elementDescs = .(
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_vertexLayout = new VertexLayout(_window.Context, new .(
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InputElementDescription("POSITION", 0, .R32G32B32_Float, 0),
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VertexElement("POSITION", 0, .R32G32B32_Float, 0),
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InputElementDescription("COLOR", 0, .R8G8B8A8_UNorm, 0)
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VertexElement("COLOR", 0, .R8G8B8A8_UNorm, 0)
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);
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), vsCode);
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result = Window.Context.[Friend]nativeDevice.CreateInputLayout(&elementDescs, (.)elementDescs.Count, vsCode.GetBufferPointer(), vsCode.GetBufferSize(), &_inputLayout);
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vsCode.Release();
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vsCode.Release();
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@@ -213,27 +212,28 @@ namespace GlitchyEngine
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_window.Context.SetRenderTarget(null);
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_window.Context.SetRenderTarget(null);
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_window.Context.BindRenderTargets();
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_window.Context.BindRenderTargets();
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Window.Context.SetVertexBuffer(0, _vertexBuffer);
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_window.Context.SetVertexBuffer(0, _vertexBuffer);
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Window.Context.SetIndexBuffer(_indexBuffer);
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_window.Context.SetIndexBuffer(_indexBuffer);
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var _immediateContext = Window.Context.[Friend]nativeContext;
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_window.Context.SetVertexLayout(_vertexLayout);
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var _immediateContext = _window.Context.[Friend]nativeContext;
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_immediateContext.InputAssembler.SetInputLayout(_inputLayout);
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_immediateContext.InputAssembler.SetPrimitiveTopology(.TriangleList);
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_immediateContext.InputAssembler.SetPrimitiveTopology(.TriangleList);
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_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
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_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
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Window.Context.SetRasterizerState(_rasterizerState);
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_window.Context.SetRasterizerState(_rasterizerState);
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Window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
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_window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
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_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);
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_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);
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Window.Context.DrawIndexed(3 * 6);
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_window.Context.DrawIndexed(3 * 6);
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_imGuiLayer.ImGuiRender();
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_imGuiLayer.ImGuiRender();
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Window.Context.SwapChain.Present();
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_window.Context.SwapChain.Present();
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}
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}
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}
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}
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