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