Merge remote-tracking branch 'origin/Graphics' into GameLogicBranch
This commit is contained in:
commit
2c395807cd
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@ -8,21 +8,14 @@ namespace Oyster
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{
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{
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namespace Preparations
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namespace Preparations
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{
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{
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void Basic::BindBackBufferRTV(bool DepthStencil)
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void Basic::BindBackBufferRTV()
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{
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{
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if(DepthStencil)
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BindBackBufferRTV(Core::depthStencil);
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{
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Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,Core::depthStencil);
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}
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else
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{
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Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,NULL);
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}
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}
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}
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void Basic::BindBackBufferRTV(ID3D11DepthStencilView& depthStencil)
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void Basic::BindBackBufferRTV(ID3D11DepthStencilView* depthStencil)
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{
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{
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Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,&depthStencil);
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Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,depthStencil);
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}
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}
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void Basic::BindBackBufferUAV()
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void Basic::BindBackBufferUAV()
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@ -38,13 +31,13 @@ namespace Oyster
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}
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}
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else
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else
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{
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{
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Core::deviceContext->OMSetRenderTargets(size,RTVs,NULL);
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BindRTV(RTVs, size, nullptr);
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}
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}
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}
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}
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void Basic::BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView& depthStencil)
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void Basic::BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil)
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{
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{
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Core::deviceContext->OMSetRenderTargets(size,RTVs,&depthStencil);
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Core::deviceContext->OMSetRenderTargets(size,RTVs,depthStencil);
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}
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}
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void Basic::BindUAV(ID3D11UnorderedAccessView* UAVs[], int size)
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void Basic::BindUAV(ID3D11UnorderedAccessView* UAVs[], int size)
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@ -52,13 +45,10 @@ namespace Oyster
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Core::deviceContext->CSSetUnorderedAccessViews(0,size,UAVs,0);
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Core::deviceContext->CSSetUnorderedAccessViews(0,size,UAVs,0);
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}
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}
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void Basic::ClearBackBuffer(Oyster::Math::Float4 Color, bool ClearDefaultDepthStencil)
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void Basic::ClearBackBuffer(Oyster::Math::Float4 Color)
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{
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{
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Core::deviceContext->ClearRenderTargetView(Core::backBufferRTV,Color);
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ClearRTV(&Core::backBufferRTV, 1,Color);
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if(ClearDefaultDepthStencil)
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ClearDepthStencil(Core::depthStencil);
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{
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Core::deviceContext->ClearDepthStencilView(Core::depthStencil,1,1,0);
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}
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}
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}
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void Basic::ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color)
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void Basic::ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color)
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@ -69,9 +59,9 @@ namespace Oyster
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}
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}
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}
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}
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void Basic::ClearDepthStencil(ID3D11DepthStencilView &depthStencil)
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void Basic::ClearDepthStencil(ID3D11DepthStencilView* depthStencil)
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{
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{
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Core::deviceContext->ClearDepthStencilView(&depthStencil,1,1,0);
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Core::deviceContext->ClearDepthStencilView(depthStencil,1,1,0);
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}
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}
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void Basic::SetViewPort()
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void Basic::SetViewPort()
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@ -13,10 +13,13 @@ namespace Oyster
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static class Basic
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static class Basic
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{
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{
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public:
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public:
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/// @brief Binds the backbuffer as a RenderTargetView with or without the default DepthStencil
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//! Binds the backbuffer as a RenderTargetView with or without the default DepthStencil
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static void BindBackBufferRTV();
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/** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/
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/** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/
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static void BindBackBufferRTV(ID3D11DepthStencilView& depthStencil);
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static void BindBackBufferRTV(ID3D11DepthStencilView* depthStencil);
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/** @brief Binds the backbuffer as a RenderTargetView with or without the default DepthStencil*/
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static void BindBackBufferRTV(bool UseDefaultDepthStencil = true);
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/** @brief Binds the backbuffer as a UnorderedAccessView*/
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/** @brief Binds the backbuffer as a UnorderedAccessView*/
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@ -25,18 +28,18 @@ namespace Oyster
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/** @brief Binds the specified RenderTargetViews with or without the default DepthStencil*/
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/** @brief Binds the specified RenderTargetViews with or without the default DepthStencil*/
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static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true);
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static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true);
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/** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/
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/** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/
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static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView& depthStencil);
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static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil);
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/** @brief Binds the specified UnorderedAccessViews*/
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/** @brief Binds the specified UnorderedAccessViews*/
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static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size);
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static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size);
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/** @brief Clear the BackBuffer and if true the default DepthStencil*/
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/** @brief Clear the BackBuffer and if true the default DepthStencil*/
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static void ClearBackBuffer(Oyster::Math::Float4 Color, bool ClearDefaultDepthStencil = true);
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static void ClearBackBuffer(Oyster::Math::Float4 Color);
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/** @brief Clear the specified RenderTargetViews*/
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/** @brief Clear the specified RenderTargetViews*/
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static void ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color);
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static void ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color);
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/** @brief Clear the specified DepthStencil*/
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/** @brief Clear the specified DepthStencil*/
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static void ClearDepthStencil(ID3D11DepthStencilView &depthStencil);
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static void ClearDepthStencil(ID3D11DepthStencilView* depthStencil);
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/** @brief Binds the default ViewPort*/
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/** @brief Binds the default ViewPort*/
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static void SetViewPort();
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static void SetViewPort();
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@ -41,10 +41,14 @@ namespace Oyster
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/** @todo Create DX States */
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/** @todo Create DX States */
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#pragma endregion
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#pragma endregion
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#pragma region Setup Views
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/** @todo Create Views */
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#pragma endregion
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#pragma region Create Shader Effects
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#pragma region Create Shader Effects
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/** @todo Create ShaderEffects */
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/** @todo Create ShaderEffects */
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#pragma endregion
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#pragma endregion
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return Core::Init::Sucsess;
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return Core::Init::Sucsess;
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}
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}
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}
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}
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