#include "GuiRender.h" namespace Oyster { namespace Graphics { namespace Render { namespace Rendering { void Gui::BeginRender() { } void Gui::Render(ID3D11Texture2D* tex,Math::Float2 pos, Math::Float2 size) { //Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&srv); //Pos.x -= instance.sizeX/2; //Pos.x += size.x/2; //Pos.y -= instance.sizeY/2; //Pos.y += size.y/2; //Matrix m; //m = Math::Matrix::identity; //float width = (1.0f/(instance.sizeX/2.0f)); //float height = (1.0f/(instance.sizeY/2.0f)); //m.m41=Pos.x * width; //m.m42=-Pos.y * height; //m.m43=Pos.z; //m.m11=width*size.x/2; //m.m22=height*size.y/2; //void* dest = Resources::Buffers::CBufferGs.Map(); //memcpy(dest,&m.GetTranspose(),64); //Resources::Buffers::CBufferGs.Unmap(); //Oyster::Core::DeviceContext->Draw(1,0); } } } } }