- Added 'Framebuffer' - Added an optional 'FrameBuffer' parameter to'Renderer::BeginScene' - Added 'RenderCommand::DefaultTargetFramebuffer()' - Added static 'GraphicsContext::GetSharedContext()' - Fixed 'dxBlender' by changing 'DestBlendAlpha' from D3D11_BLEND_ZERO to D3D11_BLEND_ONE - Fixed 'glRenderCommand::ClearBackBuffer()' by calling glClear before glClearColor - 'Application::GameLoop' now updates the ui ._.
68 lines
No EOL
1.7 KiB
C++
68 lines
No EOL
1.7 KiB
C++
#include "ltpch.h"
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#include "dxRenderCommand.h"
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#include "dxSharedContext.h"
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namespace Light {
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dxRenderCommand::dxRenderCommand(std::shared_ptr<dxSharedContext> sharedContext)
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: m_Context(sharedContext)
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{ }
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void dxRenderCommand::SwapBuffers()
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{
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#ifdef LIGHT_DEBUG
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HRESULT hr;
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if (FAILED(hr = m_Context->GetSwapChain()->Present(0u, 0u)))
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{
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if (hr == DXGI_ERROR_DEVICE_REMOVED)
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{
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LT_ENGINE_CRITICAL("dxRenderCommand::SwapBuffers: DeviceRemoved:");
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LT_ENGINE_CRITICAL(" {}", m_Context->GetDevice()->GetDeviceRemovedReason());
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throw dxException(hr, __FILE__, __LINE__);
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}
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}
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#else
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m_Context->GetSwapChain()->Present(0u, 0u);
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#endif
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}
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void dxRenderCommand::ClearBackBuffer()
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{
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float colors[] = { 0.1, 0.35f, 0.46f, 1.0f }; // #todo: use a local variable for this
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m_Context->GetDeviceContext()->ClearRenderTargetView(m_Context->GetRenderTargetView().Get(), colors);
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}
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void dxRenderCommand::Draw(unsigned int count)
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{
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m_Context->GetDeviceContext()->Draw(count, 0u);
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}
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void dxRenderCommand::DrawIndexed(unsigned int count)
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{
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m_Context->GetDeviceContext()->DrawIndexed(count, 0u, 0u);
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}
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void dxRenderCommand::DefaultTargetFramebuffer()
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{
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m_Context->GetDeviceContext()->OMSetRenderTargets(1, m_Context->GetRenderTargetView().GetAddressOf(), nullptr);
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}
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void dxRenderCommand::SetViewport(unsigned int x, unsigned int y, unsigned int width, unsigned int height)
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{
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// create viewport
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D3D11_VIEWPORT viewport;
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viewport.TopLeftX = x;
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viewport.TopLeftY = y;
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viewport.Width = width;
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viewport.Height = height;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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// set viewport
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m_Context->GetDeviceContext()->RSSetViewports(1u, &viewport);
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}
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} |