2d Almost working
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9a0f363146
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@ -163,7 +163,7 @@ namespace Oyster
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void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size)
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void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size)
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{
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{
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Render::Rendering::Gui::Render((ID3D11Texture2D*)tex,pos,size);
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Render::Rendering::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size);
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}
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}
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API::Texture API::CreateTexture(std::wstring filename)
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API::Texture API::CreateTexture(std::wstring filename)
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@ -1,4 +1,6 @@
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#include "GuiRender.h"
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#include "GuiRender.h"
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#include "../Resources/Deffered.h"
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#include "../../Definitions/GraphicalDefinition.h"
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namespace Oyster
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namespace Oyster
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{
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{
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@ -12,31 +14,28 @@ namespace Oyster
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{
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{
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}
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}
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void Gui::Render(ID3D11Texture2D* tex,Math::Float2 pos, Math::Float2 size)
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void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size)
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{
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{
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//Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&srv);
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Core::deviceContext->PSSetShaderResources(0,1,&tex);
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//Pos.x -= instance.sizeX/2;
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pos *= 2;
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//Pos.x += size.x/2;
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pos -= 1;
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pos.y *= -1;
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//Pos.y -= instance.sizeY/2;
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Definitions::GuiData gd;
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//Pos.y += size.y/2;
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//Matrix m;
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gd.Translation = Math::Matrix::identity;
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//m = Math::Matrix::identity;
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gd.Translation.m41 = pos.x;
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//float width = (1.0f/(instance.sizeX/2.0f));
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gd.Translation.m42 = pos.y;
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//float height = (1.0f/(instance.sizeY/2.0f));
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gd.Translation.m11 = size.x;
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//m.m41=Pos.x * width;
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gd.Translation.m22 = size.y;
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//m.m42=-Pos.y * height;
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//m.m43=Pos.z;
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//m.m11=width*size.x/2;
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//m.m22=height*size.y/2;
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//void* dest = Resources::Buffers::CBufferGs.Map();
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//memcpy(dest,&m.GetTranspose(),64);
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//Resources::Buffers::CBufferGs.Unmap();
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//Oyster::Core::DeviceContext->Draw(1,0);
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void* data = Render::Resources::Deffered::GuiData.Map();
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memcpy(data,&gd,sizeof(gd));
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Render::Resources::Deffered::GuiData.Unmap();
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Core::deviceContext->Draw(1,0);
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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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@ -14,7 +14,7 @@ namespace Oyster
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{
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{
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public:
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public:
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static void BeginRender();
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static void BeginRender();
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static void Render(ID3D11Texture2D* tex, Math::Float2 pos, Math::Float2 size);
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static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size);
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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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