Merge remote-tracking branch 'origin/Graphics' into GameLogicBranch

This commit is contained in:
Linda Andersson 2013-11-21 10:05:48 +01:00
commit a220faf7b6
6 changed files with 20 additions and 9 deletions

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@ -1,5 +1,8 @@
#pragma once #pragma once
#ifndef Preparations_h
#define Preparations_h
#include "..\..\Core\Core.h" #include "..\..\Core\Core.h"
namespace Oyster namespace Oyster
@ -10,12 +13,12 @@ namespace Oyster
{ {
namespace Preparations namespace Preparations
{ {
static class Basic class Basic
{ {
public: public:
/// @brief Binds the backbuffer as a RenderTargetView with or without the default DepthStencil /// @brief Binds the backbuffer as a RenderTargetView with the default DepthStencil
//! Binds the backbuffer as a RenderTargetView with or without the default DepthStencil //! Binds the backbuffer as a RenderTargetView with the default DepthStencil
static void BindBackBufferRTV(); static void BindBackBufferRTV();
/** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/ /** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/
@ -25,7 +28,7 @@ namespace Oyster
/** @brief Binds the backbuffer as a UnorderedAccessView*/ /** @brief Binds the backbuffer as a UnorderedAccessView*/
static void BindBackBufferUAV(); static void BindBackBufferUAV();
/** @brief Binds the specified RenderTargetViews with or without the default DepthStencil*/ /** @brief Binds the specified RenderTargetViews with the default DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true); static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true);
/** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/ /** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil); static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil);
@ -33,7 +36,7 @@ namespace Oyster
/** @brief Binds the specified UnorderedAccessViews*/ /** @brief Binds the specified UnorderedAccessViews*/
static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size); static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size);
/** @brief Clear the BackBuffer and if true the default DepthStencil*/ /** @brief Clear the BackBuffer and the default DepthStencil*/
static void ClearBackBuffer(Oyster::Math::Float4 Color); static void ClearBackBuffer(Oyster::Math::Float4 Color);
/** @brief Clear the specified RenderTargetViews*/ /** @brief Clear the specified RenderTargetViews*/
@ -48,3 +51,5 @@ namespace Oyster
} }
} }
} }
#endif

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@ -12,7 +12,7 @@ namespace Oyster
{ {
namespace Rendering namespace Rendering
{ {
static class Basic class Basic
{ {
public: public:
class Resources class Resources

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@ -1,5 +1,8 @@
#pragma once #pragma once
#ifndef Reources_h
#define Reources_h
#include <map> #include <map>
#include "..\Core\Core.h" #include "..\Core\Core.h"
@ -9,7 +12,7 @@ namespace Oyster
{ {
namespace Render namespace Render
{ {
static class Resources class Resources
{ {
const Core::ShaderManager::ShaderEffect basic; const Core::ShaderManager::ShaderEffect basic;
const Buffer ModelData; const Buffer ModelData;
@ -19,3 +22,5 @@ namespace Oyster
} }
} }
} }
#endif

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@ -9,6 +9,7 @@ cbuffer PerModel : register(b1)
matrix World; matrix World;
} }
float4 main( float4 pos : POSITION ) : SV_POSITION float4 main( float4 pos : POSITION ) : SV_POSITION
{ {
matrix VP = mul(View, Projection); matrix VP = mul(View, Projection);