Merge remote-tracking branch 'origin/Graphics' into GameLogicBranch
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commit
a220faf7b6
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@ -1,5 +1,8 @@
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#pragma once
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#pragma once
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#ifndef Preparations_h
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#define Preparations_h
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#include "..\..\Core\Core.h"
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#include "..\..\Core\Core.h"
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namespace Oyster
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namespace Oyster
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@ -10,12 +13,12 @@ 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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static class Basic
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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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/// @brief Binds the backbuffer as a RenderTargetView with the default DepthStencil
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//! Binds the backbuffer as a RenderTargetView with or without the default DepthStencil
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//! Binds the backbuffer as a RenderTargetView with the default DepthStencil
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static void BindBackBufferRTV();
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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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@ -25,7 +28,7 @@ namespace Oyster
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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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static void BindBackBufferUAV();
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static void BindBackBufferUAV();
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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 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 the default DepthStencil*/
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static void ClearBackBuffer(Oyster::Math::Float4 Color);
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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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@ -48,3 +51,5 @@ namespace Oyster
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}
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}
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}
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}
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}
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}
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#endif
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@ -12,7 +12,7 @@ namespace Oyster
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{
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{
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namespace Rendering
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namespace Rendering
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{
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{
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static class Basic
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class Basic
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{
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{
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public:
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public:
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class Resources
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class Resources
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#pragma once
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#pragma once
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#ifndef Reources_h
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#define Reources_h
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#include <map>
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#include <map>
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#include "..\Core\Core.h"
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#include "..\Core\Core.h"
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@ -9,7 +12,7 @@ namespace Oyster
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{
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{
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namespace Render
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namespace Render
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{
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{
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static class Resources
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class Resources
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{
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{
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const Core::ShaderManager::ShaderEffect basic;
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const Core::ShaderManager::ShaderEffect basic;
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const Buffer ModelData;
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const Buffer ModelData;
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}
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}
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}
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}
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}
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}
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#endif
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matrix World;
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matrix World;
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}
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}
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float4 main( float4 pos : POSITION ) : SV_POSITION
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float4 main( float4 pos : POSITION ) : SV_POSITION
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{
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{
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matrix VP = mul(View, Projection);
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matrix VP = mul(View, Projection);
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