Danbias/Code/OysterGraphics/Core/Core.cpp

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#include "Core.h"
#include <vld.h>
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using namespace Oyster::Graphics;
using std::string;
//GPU
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ID3D11Device *Core::device = NULL;
//API
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ID3D11DeviceContext *Core::deviceContext = NULL;
//SwapChain
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IDXGISwapChain* Core::swapChain = NULL;
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std::stringstream Core::log;
Oyster::Resource::ResourceManager Core::loader;
std::wstring Core::modelPath;
std::wstring Core::texturePath;
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ID3D11RenderTargetView* Core::backBufferRTV = NULL;
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ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
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ID3D11DepthStencilView* Core::depthStencil = NULL;
ID3D11ShaderResourceView* Core::depthStencilUAV = NULL;
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D3D11_VIEWPORT* Core::viewPort = NULL;
Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;
ID3D11ShaderResourceView* Core::srvNULL[16] = {0};
ID3D11RenderTargetView* Core::rtvNULL[8] = {0};
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ID3D11UnorderedAccessView* Core::uavNULL[8] = {0};
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int Core::UsedMem = 0;
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HWND Core::window = 0;
bool Core::fullscreen = false;