Merge branch 'master' of https://github.com/dean11/Danbias
This commit is contained in:
commit
056fadbf79
15
DanBias.sln
15
DanBias.sln
|
@ -25,6 +25,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkDependencies", "Netw
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
@ -12,7 +12,7 @@
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
#include "Session.h"
|
//#include "Session.h"
|
||||||
#include "ServerTimer.h"
|
#include "ServerTimer.h"
|
||||||
using namespace Network;
|
using namespace Network;
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
#include "Lobby.h"
|
#include "Lobby.h"
|
||||||
void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update);
|
//void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update);
|
||||||
const int NR_CONNECTTHREADS=1;
|
const int NR_CONNECTTHREADS=1;
|
||||||
const int NR_SIMULTCPCONNECTS=1;
|
const int NR_SIMULTCPCONNECTS=1;
|
||||||
//threads can only take 1 argument
|
//threads can only take 1 argument
|
||||||
|
@ -60,7 +60,7 @@ private:
|
||||||
int nrActiveSessions;
|
int nrActiveSessions;
|
||||||
std::vector<Event::GameEvent*> sessionEvents;
|
std::vector<Event::GameEvent*> sessionEvents;
|
||||||
std::vector<Network::EffectData> sessionEffects;
|
std::vector<Network::EffectData> sessionEffects;
|
||||||
GameLogic::Session* session;
|
//GameLogic::Session* session;
|
||||||
std::vector<ServerTimer> timer;
|
std::vector<ServerTimer> timer;
|
||||||
int DEBUGCTR;
|
int DEBUGCTR;
|
||||||
std::vector<long> updateCount;
|
std::vector<long> updateCount;
|
||||||
|
|
|
@ -72,24 +72,20 @@ bool Oyster::Engine::Init::CreateSwapChain(HWND Window,int NrofBuffers,bool MSAA
|
||||||
|
|
||||||
bool Oyster::Engine::Init::FullInit(const Setup& setup)
|
bool Oyster::Engine::Init::FullInit(const Setup& setup)
|
||||||
{
|
{
|
||||||
if(!Oyster::Engine::Init::Instance(setup.Common.SingleThreaded,setup.Common.Reference,setup.Common.ForceDX11))
|
if(!Oyster::Engine::Init::Instance(setup.SingleThreaded,setup.Reference,setup.ForceDX11))
|
||||||
return false;
|
return false;
|
||||||
if(setup.Window.InitWindow)
|
if(!Oyster::Engine::Init::CreateSwapChain(NULL,setup.NrOfBuffers,setup.MSAA_Quality,setup.Fullscreen))
|
||||||
if(!Oyster::Engine::Init::InitializeWindow(setup.Window.appname,setup.Window.classname,setup.Window.hinstance,setup.Window.nCmdShow,setup.Window.wProc, true))
|
|
||||||
return false;
|
return false;
|
||||||
if(!Oyster::Engine::Init::CreateSwapChain(NULL,setup.Common.NrOfBuffers,setup.Common.MSAA_Quality,setup.Common.Fullscreen))
|
/// \todo Add Init Shaders to full Init Process
|
||||||
return false;
|
if(setup.GenerateDepthStencil)
|
||||||
if(!Oyster::Shader::InitShaders())
|
if(!CreateDepthStencil(setup.MSAA_Quality))
|
||||||
return false;
|
|
||||||
if(setup.Common.GenerateDepthStencil)
|
|
||||||
if(!CreateDepthStencil(setup.Common.MSAA_Quality))
|
|
||||||
return false;
|
return false;
|
||||||
if(!CreateRenderTarget())
|
if(!CreateRenderTarget())
|
||||||
return false;
|
return false;
|
||||||
if(!Oyster::Render::Textbox::Init())
|
if(!Oyster::Render::Textbox::Init())
|
||||||
return false;
|
return false;
|
||||||
SetViewPort();
|
SetViewPort();
|
||||||
if(setup.Common.BindDefault)
|
if(setup.BindDefault)
|
||||||
Oyster::Engine::PrepareForRendering::BindRenderTargets(&instance.rtv,1,instance.depth);
|
Oyster::Engine::PrepareForRendering::BindRenderTargets(&instance.rtv,1,instance.depth);
|
||||||
|
|
||||||
instance.States.NrOfSamples = 14;
|
instance.States.NrOfSamples = 14;
|
||||||
|
@ -152,14 +148,14 @@ void Oyster::Engine::PrepareForRendering::Begin2DRender()
|
||||||
{
|
{
|
||||||
Oyster::Resources::Buffers::V2DSprites.Apply();
|
Oyster::Resources::Buffers::V2DSprites.Apply();
|
||||||
Oyster::Resources::Buffers::CBufferGs.Apply();
|
Oyster::Resources::Buffers::CBufferGs.Apply();
|
||||||
Shader::SetShaderEffect(Oyster::Resources::ShaderEffects::BasicSprite);
|
Core::ShaderManager::SetShaderEffect(Oyster::Resources::ShaderEffects::BasicSprite);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Oyster::Engine::PrepareForRendering::Begin2DTextRender()
|
void Oyster::Engine::PrepareForRendering::Begin2DTextRender()
|
||||||
{
|
{
|
||||||
Oyster::Render::Textbox::TextBuffer.Apply();
|
Oyster::Render::Textbox::TextBuffer.Apply();
|
||||||
Oyster::Resources::Buffers::CBufferGs.Apply();
|
Oyster::Resources::Buffers::CBufferGs.Apply();
|
||||||
Oyster::Shader::SetShaderEffect(Oyster::Resources::ShaderEffects::Text2DEffect);
|
Oyster::Core::ShaderManager::SetShaderEffect(Oyster::Resources::ShaderEffects::Text2DEffect);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -366,7 +362,7 @@ void Blur(int target)
|
||||||
Oyster::Engine::PrepareForRendering::BindUAV(&Oyster::Resources::PipeLineResourses::TempUav,1);
|
Oyster::Engine::PrepareForRendering::BindUAV(&Oyster::Resources::PipeLineResourses::TempUav,1);
|
||||||
|
|
||||||
//dispatch blurr horizontal
|
//dispatch blurr horizontal
|
||||||
Oyster::Shader::Set::SetCompute(Oyster::Shader::Get::GetCompute("BlurHorizontal"));
|
Oyster::Core::ShaderManager::Set::Compute(Oyster::Core::ShaderManager::Get::Compute(L"BlurHorizontal"));
|
||||||
Oyster::Core::DeviceContext->Dispatch(7,instance.sizeX,1);
|
Oyster::Core::DeviceContext->Dispatch(7,instance.sizeX,1);
|
||||||
|
|
||||||
//clean Pipeline
|
//clean Pipeline
|
||||||
|
@ -378,7 +374,7 @@ void Blur(int target)
|
||||||
Oyster::Engine::PrepareForRendering::BindUAV(&Oyster::Resources::PipeLineResourses::LightTarget[target],1);
|
Oyster::Engine::PrepareForRendering::BindUAV(&Oyster::Resources::PipeLineResourses::LightTarget[target],1);
|
||||||
|
|
||||||
//dispatch blurr vertical
|
//dispatch blurr vertical
|
||||||
Oyster::Shader::Set::SetCompute(Oyster::Shader::Get::GetCompute("BlurVertical"));
|
Oyster::Core::ShaderManager::Set::Compute(Oyster::Core::ShaderManager::Get::Compute(L"BlurVertical"));
|
||||||
Oyster::Core::DeviceContext->Dispatch(instance.sizeY,5,1);
|
Oyster::Core::DeviceContext->Dispatch(instance.sizeY,5,1);
|
||||||
|
|
||||||
//clean Pipeline
|
//clean Pipeline
|
||||||
|
@ -443,7 +439,7 @@ void Oyster::Engine::Pipeline::Deffered_Lightning::NewFrame(const Float4& col, c
|
||||||
void Oyster::Engine::Pipeline::Deffered_Lightning::BeginRenderGeometry()
|
void Oyster::Engine::Pipeline::Deffered_Lightning::BeginRenderGeometry()
|
||||||
{
|
{
|
||||||
Oyster::Engine::PrepareForRendering::BindRenderTargets( Oyster::Resources::PipeLineResourses::GeometryTarget, 5 );
|
Oyster::Engine::PrepareForRendering::BindRenderTargets( Oyster::Resources::PipeLineResourses::GeometryTarget, 5 );
|
||||||
Oyster::Shader::SetShaderEffect( Oyster::Resources::ShaderEffects::ModelEffect );
|
Oyster::Core::ShaderManager::SetShaderEffect( Oyster::Resources::ShaderEffects::ModelEffect );
|
||||||
}
|
}
|
||||||
|
|
||||||
void Oyster::Engine::Pipeline::Deffered_Lightning::RenderGeometry(const Oyster::Render::Model* models,int count)
|
void Oyster::Engine::Pipeline::Deffered_Lightning::RenderGeometry(const Oyster::Render::Model* models,int count)
|
||||||
|
@ -472,7 +468,7 @@ void Oyster::Engine::Pipeline::Deffered_Lightning::RenderLightning()
|
||||||
Oyster::Core::DeviceContext->CSSetShaderResources(0,5, Oyster::Resources::PipeLineResourses::GeometryOut);
|
Oyster::Core::DeviceContext->CSSetShaderResources(0,5, Oyster::Resources::PipeLineResourses::GeometryOut);
|
||||||
Oyster::Resources::Buffers::CBufferPipelineCs.Apply();
|
Oyster::Resources::Buffers::CBufferPipelineCs.Apply();
|
||||||
Oyster::Core::DeviceContext->CSSetShaderResources( 6, 4, Oyster::Resources::PipeLineResourses::ComputeResources );
|
Oyster::Core::DeviceContext->CSSetShaderResources( 6, 4, Oyster::Resources::PipeLineResourses::ComputeResources );
|
||||||
Oyster::Shader::Set::SetCompute( Oyster::Shader::Get::GetCompute("Pass0") );
|
Oyster::Core::ShaderManager::Set::Compute( Oyster::Core::ShaderManager::Get::Compute(L"Pass0") );
|
||||||
|
|
||||||
Oyster::Core::DeviceContext->Dispatch( 49, 36, 1 );
|
Oyster::Core::DeviceContext->Dispatch( 49, 36, 1 );
|
||||||
|
|
||||||
|
@ -490,7 +486,7 @@ void Oyster::Engine::Pipeline::Deffered_Lightning::RenderLightning()
|
||||||
|
|
||||||
//prepare and render final pass
|
//prepare and render final pass
|
||||||
Oyster::Engine::PrepareForRendering::BindBackBufferAsUAV();
|
Oyster::Engine::PrepareForRendering::BindBackBufferAsUAV();
|
||||||
Oyster::Shader::Set::SetCompute( Oyster::Shader::Get::GetCompute("Pass1") );
|
Oyster::Core::ShaderManager::Set::Compute( Oyster::Core::ShaderManager::Get::Compute(L"Pass1") );
|
||||||
Oyster::Core::DeviceContext->CSSetShaderResources( 0, 4, Oyster::Resources::PipeLineResourses::LightOut );
|
Oyster::Core::DeviceContext->CSSetShaderResources( 0, 4, Oyster::Resources::PipeLineResourses::LightOut );
|
||||||
|
|
||||||
Oyster::Core::DeviceContext->Dispatch( 49, 36, 1 );
|
Oyster::Core::DeviceContext->Dispatch( 49, 36, 1 );
|
||||||
|
|
|
@ -20,18 +20,6 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
struct Setup
|
struct Setup
|
||||||
{
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
bool InitWindow;
|
|
||||||
LPCSTR appname;
|
|
||||||
LPCSTR classname;
|
|
||||||
HINSTANCE hinstance;
|
|
||||||
int nCmdShow;
|
|
||||||
WNDPROC wProc;
|
|
||||||
bool ManageWindow;
|
|
||||||
}Window;
|
|
||||||
struct
|
|
||||||
{
|
{
|
||||||
int NrOfBuffers;
|
int NrOfBuffers;
|
||||||
bool MSAA_Quality;
|
bool MSAA_Quality;
|
||||||
|
@ -41,18 +29,17 @@ namespace Oyster
|
||||||
bool ForceDX11;
|
bool ForceDX11;
|
||||||
bool GenerateDepthStencil;
|
bool GenerateDepthStencil;
|
||||||
bool BindDefault;
|
bool BindDefault;
|
||||||
}Common;
|
|
||||||
//all but Window params have Default Values
|
//all but Window params have Default Values
|
||||||
Setup()
|
Setup()
|
||||||
{
|
{
|
||||||
Common.NrOfBuffers=1;
|
NrOfBuffers=1;
|
||||||
Common.MSAA_Quality = false;
|
MSAA_Quality = false;
|
||||||
Common.Fullscreen = true;
|
Fullscreen = true;
|
||||||
Common.SingleThreaded = true;
|
SingleThreaded = true;
|
||||||
Common.Reference = false;
|
Reference = false;
|
||||||
Common.ForceDX11 = false;
|
ForceDX11 = false;
|
||||||
Common.GenerateDepthStencil = true;
|
GenerateDepthStencil = true;
|
||||||
Common.BindDefault = true;
|
BindDefault = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
|
@ -101,7 +101,7 @@
|
||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -166,43 +166,6 @@
|
||||||
<ClInclude Include="Resourses\PipelineResources.h" />
|
<ClInclude Include="Resourses\PipelineResources.h" />
|
||||||
<ClInclude Include="Resourses\ShaderEffects.h" />
|
<ClInclude Include="Resourses\ShaderEffects.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
|
||||||
<FxCompile Include="Shader\HLSL\2D.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\BasicDemo.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\CollisionMethods.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\Deffered.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\Lazer.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\LightMaterialMethods.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\Obj.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\SSAO.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\Text.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\TileBasedDeffered.hlsl">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</FxCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<Text Include="Shader\HLSL\ShaderConfig.txt">
|
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
|
||||||
</Text>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||||
|
|
|
@ -93,19 +93,4 @@
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
|
||||||
<FxCompile Include="Shader\HLSL\2D.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\BasicDemo.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\CollisionMethods.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\Deffered.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\Lazer.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\LightMaterialMethods.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\Obj.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\SSAO.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\Text.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\TileBasedDeffered.hlsl" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<Text Include="Shader\HLSL\ShaderConfig.txt" />
|
|
||||||
</ItemGroup>
|
|
||||||
</Project>
|
</Project>
|
|
@ -4,16 +4,16 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Resources
|
namespace Resources
|
||||||
{
|
{
|
||||||
Shader::ShaderEffect ShaderEffects::BasicSprite = Shader::ShaderEffect();
|
Core::ShaderManager::ShaderEffect ShaderEffects::BasicSprite = Core::ShaderManager::ShaderEffect();
|
||||||
Shader::ShaderEffect ShaderEffects::Text2DEffect = Shader::ShaderEffect();
|
Core::ShaderManager::ShaderEffect ShaderEffects::Text2DEffect = Core::ShaderManager::ShaderEffect();
|
||||||
Shader::ShaderEffect ShaderEffects::ModelEffect = Shader::ShaderEffect();
|
Core::ShaderManager::ShaderEffect ShaderEffects::ModelEffect = Core::ShaderManager::ShaderEffect();
|
||||||
|
|
||||||
void ShaderEffects::Init()
|
void ShaderEffects::Init()
|
||||||
{
|
{
|
||||||
BasicSprite.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
|
BasicSprite.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
|
||||||
BasicSprite.Shaders.Vertex = Oyster::Shader::Get::GetVertex("2D");
|
BasicSprite.Shaders.Vertex = Oyster::Core::ShaderManager::Get::Vertex(L"2D");
|
||||||
BasicSprite.Shaders.Geometry = Oyster::Shader::Get::GetGeometry("2D");
|
BasicSprite.Shaders.Geometry = Oyster::Core::ShaderManager::Get::Geometry(L"2D");
|
||||||
BasicSprite.Shaders.Pixel = Oyster::Shader::Get::GetPixel("Texture0");
|
BasicSprite.Shaders.Pixel = Oyster::Core::ShaderManager::Get::Pixel(L"Texture0");
|
||||||
|
|
||||||
D3D11_BLEND_DESC blendDesc;
|
D3D11_BLEND_DESC blendDesc;
|
||||||
blendDesc.AlphaToCoverageEnable=false;
|
blendDesc.AlphaToCoverageEnable=false;
|
||||||
|
@ -38,16 +38,16 @@ namespace Oyster
|
||||||
|
|
||||||
ID3D11InputLayout* layout;
|
ID3D11InputLayout* layout;
|
||||||
|
|
||||||
Oyster::Shader::CreateInputLayout(SpriteVertexDesc,1,Oyster::Shader::Get::GetVertex("2D"),layout);
|
Oyster::Core::ShaderManager::CreateInputLayout(SpriteVertexDesc,1,Oyster::Core::ShaderManager::Get::Vertex(L"2D"),layout);
|
||||||
|
|
||||||
BasicSprite.IAStage.Layout = layout;
|
BasicSprite.IAStage.Layout = layout;
|
||||||
|
|
||||||
Text2DEffect.IAStage.Topology=D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
|
Text2DEffect.IAStage.Topology=D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
|
||||||
Text2DEffect.Shaders.Vertex = Oyster::Shader::Get::GetVertex("Text");
|
Text2DEffect.Shaders.Vertex = Oyster::Core::ShaderManager::Get::Vertex(L"Text");
|
||||||
Text2DEffect.Shaders.Geometry = Oyster::Shader::Get::GetGeometry("Text");
|
Text2DEffect.Shaders.Geometry = Oyster::Core::ShaderManager::Get::Geometry(L"Text");
|
||||||
Text2DEffect.Shaders.Pixel = Oyster::Shader::Get::GetPixel("Texture0");
|
Text2DEffect.Shaders.Pixel = Oyster::Core::ShaderManager::Get::Pixel(L"Texture0");
|
||||||
|
|
||||||
Oyster::Shader::CreateInputLayout(Text2DDesc,3,Oyster::Shader::Get::GetVertex("Text"),layout);
|
Oyster::Core::ShaderManager::CreateInputLayout(Text2DDesc,3,Oyster::Core::ShaderManager::Get::Vertex(L"Text"),layout);
|
||||||
|
|
||||||
Text2DEffect.IAStage.Layout = layout;
|
Text2DEffect.IAStage.Layout = layout;
|
||||||
|
|
||||||
|
@ -56,11 +56,11 @@ namespace Oyster
|
||||||
Text2DEffect.RenderStates.BlendState = blender;
|
Text2DEffect.RenderStates.BlendState = blender;
|
||||||
|
|
||||||
ModelEffect.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
ModelEffect.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||||
Oyster::Shader::CreateInputLayout(ModelDesc,3,Oyster::Shader::Get::GetVertex("OBJ"),layout);
|
Oyster::Core::ShaderManager::CreateInputLayout(ModelDesc,3,Oyster::Core::ShaderManager::Get::Vertex(L"OBJ"),layout);
|
||||||
ModelEffect.IAStage.Layout = layout;
|
ModelEffect.IAStage.Layout = layout;
|
||||||
|
|
||||||
ModelEffect.Shaders.Vertex = Oyster::Shader::Get::GetVertex("OBJ");
|
ModelEffect.Shaders.Vertex = Oyster::Core::ShaderManager::Get::Vertex(L"OBJ");
|
||||||
ModelEffect.Shaders.Pixel = Oyster::Shader::Get::GetPixel("OBJDEF");
|
ModelEffect.Shaders.Pixel = Oyster::Core::ShaderManager::Get::Pixel(L"OBJDEF");
|
||||||
|
|
||||||
Oyster::Buffer::BUFFER_INIT_DESC desc;
|
Oyster::Buffer::BUFFER_INIT_DESC desc;
|
||||||
|
|
||||||
|
|
|
@ -9,9 +9,9 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
struct ShaderEffects
|
struct ShaderEffects
|
||||||
{
|
{
|
||||||
static Oyster::Shader::ShaderEffect BasicSprite;
|
static Oyster::Core::ShaderManager::ShaderEffect BasicSprite;
|
||||||
static Oyster::Shader::ShaderEffect Text2DEffect;
|
static Oyster::Core::ShaderManager::ShaderEffect Text2DEffect;
|
||||||
static Oyster::Shader::ShaderEffect ModelEffect;
|
static Oyster::Core::ShaderManager::ShaderEffect ModelEffect;
|
||||||
|
|
||||||
static void Init();
|
static void Init();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue