#include "Core.h" #include using namespace Oyster::Graphics; using std::string; //GPU ID3D11Device *Core::device = NULL; //API ID3D11DeviceContext *Core::deviceContext = NULL; //SwapChain IDXGISwapChain* Core::swapChain = NULL; std::stringstream Core::log; Oyster::Resource::ResourceManager Core::loader; std::wstring Core::modelPath; std::wstring Core::texturePath; ID3D11RenderTargetView* Core::backBufferRTV = NULL; ID3D11UnorderedAccessView* Core::backBufferUAV = NULL; ID3D11DepthStencilView* Core::depthStencil = NULL; ID3D11ShaderResourceView* Core::depthStencilUAV = NULL; D3D11_VIEWPORT* Core::viewPort = NULL; Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null; ID3D11ShaderResourceView* Core::srvNULL[16] = {0}; ID3D11RenderTargetView* Core::rtvNULL[8] = {0}; ID3D11UnorderedAccessView* Core::uavNULL[8] = {0}; int Core::UsedMem = 0; HWND Core::window = 0; bool Core::fullscreen = false;