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https://github.com/aharabada/glitchy-engine-beef.git
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120 lines
3.1 KiB
Beef
120 lines
3.1 KiB
Beef
#if GE_GRAPHICS_DX11
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using GlitchyEngine.Math;
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using GlitchyEngine.Platform.DX11;
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using internal GlitchyEngine.Renderer;
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using internal GlitchyEngine.Platform.DX11;
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namespace GlitchyEngine.Renderer
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{
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using internal GlitchyEngine.Renderer;
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extension RendererAPI
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{
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private GraphicsContext _context ~ _?.ReleaseRef();
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public GraphicsContext Context
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{
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get => _context;
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set => SetReference!(_context, value);
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}
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public static override API Api => .D3D11;
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public override void Init()
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{
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}
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private mixin RtOrBackbuffer(RenderTarget2D renderTarget)
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{
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renderTarget ?? _context.SwapChain.BackBuffer
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}
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public override void Clear(RenderTarget2D renderTarget, ColorRGBA color)
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{
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NativeContext.ClearRenderTargetView(RtOrBackbuffer!(renderTarget)._nativeRenderTargetView, color);
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}
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public override void Clear(DepthStencilTarget target, ClearOptions clearOptions, float depth, uint8 stencil)
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{
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if(target == null)
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return;
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DirectX.D3D11.ClearFlag flags = default;
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if(clearOptions.HasFlag(.Depth))
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{
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flags |= .Depth;
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}
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if(clearOptions.HasFlag(.Stencil))
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{
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flags |= .Stencil;
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}
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NativeContext.ClearDepthStencilView(target.nativeView, flags, depth, stencil);
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}
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public override void SetRenderTarget(RenderTarget2D renderTarget, int slot, bool setDepthBuffer)
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{
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_context.SetRenderTarget(renderTarget, slot, setDepthBuffer);
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}
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public override void SetDepthStencilTarget(DepthStencilTarget target)
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{
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_context.SetDepthStencilTarget(target);
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}
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public override void BindRenderTargets()
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{
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_context.BindRenderTargets();
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}
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private RasterizerState _currentRasterizerState ~ _?.ReleaseRef();
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public override void SetRasterizerState(RasterizerState rasterizerState)
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{
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SetReference!(_currentRasterizerState, rasterizerState);
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NativeContext.Rasterizer.SetState(_currentRasterizerState.nativeRasterizerState);
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}
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private BlendState _currentBlendState ~ _?.ReleaseRef();
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public override void SetBlendState(BlendState blendState, ColorRGBA blendFactor)
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{
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SetReference!(_currentBlendState, blendState);
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NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor);
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}
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private DepthStencilState _currentDepthStencilState ~ _?.ReleaseRef();
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public override void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference)
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{
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SetReference!(_currentDepthStencilState, depthStencilState);
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NativeContext.OutputMerger.SetDepthStencilState(_currentDepthStencilState.nativeDepthStencilState, stencilReference);
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}
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public override void DrawIndexed(GeometryBinding geometry)
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{
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if(geometry.IsIndexed)
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_context.DrawIndexed(geometry.IndexCount, geometry.IndexByteOffset, 0);
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else
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_context.Draw(geometry.VertexCount, 0);
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}
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public override void DrawIndexedInstanced(GeometryBinding geometry)
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{
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NativeContext.DrawIndexedInstanced(geometry.IndexCount, geometry.InstanceCount, geometry.IndexByteOffset, 0, 0);
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}
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public override void SetViewport(Viewport viewport)
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{
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_context.SetViewport(viewport);
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}
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}
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}
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#endif
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