refactor
This commit is contained in:
+40
-40
@@ -6,17 +6,17 @@
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#include "wiHelper.h"
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#pragma region STATICS
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ID3D11BlendState* wiImage::blendState, *wiImage::blendStateAdd, *wiImage::blendStateNoBlend, *wiImage::blendStateAvg;
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ID3D11Buffer* wiImage::constantBuffer,*wiImage::PSCb,*wiImage::blurCb,*wiImage::processCb,*wiImage::shaftCb,*wiImage::deferredCb;
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BlendState wiImage::blendState, wiImage::blendStateAdd, wiImage::blendStateNoBlend, wiImage::blendStateAvg;
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BufferResource wiImage::constantBuffer,wiImage::PSCb,wiImage::blurCb,wiImage::processCb,wiImage::shaftCb,wiImage::deferredCb;
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ID3D11VertexShader* wiImage::vertexShader,*wiImage::screenVS;
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ID3D11PixelShader* wiImage::pixelShader,*wiImage::blurHPS,*wiImage::blurVPS,*wiImage::shaftPS,*wiImage::outlinePS
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,*wiImage::dofPS,*wiImage::motionBlurPS,*wiImage::bloomSeparatePS,*wiImage::fxaaPS,*wiImage::ssaoPS,*wiImage::deferredPS
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,*wiImage::ssssPS,*wiImage::linDepthPS,*wiImage::colorGradePS,*wiImage::ssrPS;
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VertexShader wiImage::vertexShader,wiImage::screenVS;
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PixelShader wiImage::pixelShader,wiImage::blurHPS,wiImage::blurVPS,wiImage::shaftPS,wiImage::outlinePS
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,wiImage::dofPS,wiImage::motionBlurPS,wiImage::bloomSeparatePS,wiImage::fxaaPS,wiImage::ssaoPS,wiImage::deferredPS
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,wiImage::ssssPS,wiImage::linDepthPS,wiImage::colorGradePS,wiImage::ssrPS;
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ID3D11RasterizerState* wiImage::rasterizerState;
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ID3D11DepthStencilState* wiImage::depthStencilStateGreater,*wiImage::depthStencilStateLess,*wiImage::depthNoStencilState;
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RasterizerState wiImage::rasterizerState;
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DepthStencilState wiImage::depthStencilStateGreater,wiImage::depthStencilStateLess,wiImage::depthNoStencilState;
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//map<string,wiImage::ImageResource> wiImage::images;
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@@ -79,24 +79,24 @@ void wiImage::LoadShaders()
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{
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vertexShader = static_cast<wiRenderer::VertexShaderInfo*>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "imageVS.cso", wiResourceManager::VERTEXSHADER))->vertexShader;
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screenVS = static_cast<wiRenderer::VertexShaderInfo*>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "screenVS.cso", wiResourceManager::VERTEXSHADER))->vertexShader;
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vertexShader = static_cast<VertexShaderInfo*>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "imageVS.cso", wiResourceManager::VERTEXSHADER))->vertexShader;
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screenVS = static_cast<VertexShaderInfo*>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "screenVS.cso", wiResourceManager::VERTEXSHADER))->vertexShader;
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pixelShader = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "imagePS.cso", wiResourceManager::PIXELSHADER));
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blurHPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "horizontalBlurPS.cso", wiResourceManager::PIXELSHADER));
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blurVPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "verticalBlurPS.cso", wiResourceManager::PIXELSHADER));
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shaftPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "lightShaftPS.cso", wiResourceManager::PIXELSHADER));
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outlinePS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "outlinePS.cso", wiResourceManager::PIXELSHADER));
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dofPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "depthofFieldPS.cso", wiResourceManager::PIXELSHADER));
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motionBlurPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "motionBlurPS.cso", wiResourceManager::PIXELSHADER));
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bloomSeparatePS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "bloomSeparatePS.cso", wiResourceManager::PIXELSHADER));
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fxaaPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "fxaa.cso", wiResourceManager::PIXELSHADER));
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ssaoPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "ssao.cso", wiResourceManager::PIXELSHADER));
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ssssPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "ssss.cso", wiResourceManager::PIXELSHADER));
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linDepthPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "linDepthPS.cso", wiResourceManager::PIXELSHADER));
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colorGradePS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "colorGradePS.cso", wiResourceManager::PIXELSHADER));
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deferredPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "deferredPS.cso", wiResourceManager::PIXELSHADER));
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ssrPS = static_cast<wiRenderer::PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "ssr.cso", wiResourceManager::PIXELSHADER));
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pixelShader = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "imagePS.cso", wiResourceManager::PIXELSHADER));
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blurHPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "horizontalBlurPS.cso", wiResourceManager::PIXELSHADER));
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blurVPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "verticalBlurPS.cso", wiResourceManager::PIXELSHADER));
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shaftPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "lightShaftPS.cso", wiResourceManager::PIXELSHADER));
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outlinePS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "outlinePS.cso", wiResourceManager::PIXELSHADER));
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dofPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "depthofFieldPS.cso", wiResourceManager::PIXELSHADER));
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motionBlurPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "motionBlurPS.cso", wiResourceManager::PIXELSHADER));
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bloomSeparatePS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "bloomSeparatePS.cso", wiResourceManager::PIXELSHADER));
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fxaaPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "fxaa.cso", wiResourceManager::PIXELSHADER));
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ssaoPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "ssao.cso", wiResourceManager::PIXELSHADER));
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ssssPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "ssss.cso", wiResourceManager::PIXELSHADER));
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linDepthPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "linDepthPS.cso", wiResourceManager::PIXELSHADER));
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colorGradePS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "colorGradePS.cso", wiResourceManager::PIXELSHADER));
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deferredPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "deferredPS.cso", wiResourceManager::PIXELSHADER));
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ssrPS = static_cast<PixelShader>(wiResourceManager::GetShaderManager()->add(wiRenderer::SHADERPATH + "ssr.cso", wiResourceManager::PIXELSHADER));
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@@ -285,16 +285,16 @@ void wiImage::SetUpStates()
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}
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void wiImage::Draw(wiRenderer::TextureView texture, const wiImageEffects& effects){
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void wiImage::Draw(TextureView texture, const wiImageEffects& effects){
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Draw(texture,effects,wiRenderer::getImmediateContext());
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}
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void wiImage::Draw(wiRenderer::TextureView texture, const wiImageEffects& effects,ID3D11DeviceContext* context){
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void wiImage::Draw(TextureView texture, const wiImageEffects& effects,DeviceContext context){
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if(!context)
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return;
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{
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// This equals the old BatchBegin
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wiRenderer::BindPrimitiveTopology(wiRenderer::PRIMITIVETOPOLOGY::TRIANGLESTRIP, context);
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wiRenderer::BindPrimitiveTopology(PRIMITIVETOPOLOGY::TRIANGLESTRIP, context);
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wiRenderer::BindRasterizerState(rasterizerState, context);
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switch (effects.stencilComp)
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{
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@@ -558,10 +558,10 @@ void wiImage::Draw(wiRenderer::TextureView texture, const wiImageEffects& effect
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wiRenderer::Draw(4,context);
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}
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void wiImage::DrawDeferred(wiRenderer::TextureView texture
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, wiRenderer::TextureView depth, wiRenderer::TextureView lightmap, wiRenderer::TextureView normal
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, wiRenderer::TextureView ao, ID3D11DeviceContext* context, int stencilRef){
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//context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
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void wiImage::DrawDeferred(TextureView texture
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, TextureView depth, TextureView lightmap, TextureView normal
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, TextureView ao, DeviceContext context, int stencilRef){
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//context->IASetPrimitiveTopology( PRIMITIVETOPOLOGY_TRIANGLESTRIP );
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//UINT stride = sizeof( Vertex );
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//UINT offset = 0;
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@@ -571,7 +571,7 @@ void wiImage::DrawDeferred(wiRenderer::TextureView texture
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//context->RSSetState(rasterizerState);
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//context->OMSetDepthStencilState(depthStencilStateLess, stencilRef);
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wiRenderer::BindPrimitiveTopology(wiRenderer::PRIMITIVETOPOLOGY::TRIANGLESTRIP,context);
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wiRenderer::BindPrimitiveTopology(PRIMITIVETOPOLOGY::TRIANGLESTRIP,context);
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wiRenderer::BindRasterizerState(rasterizerState,context);
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wiRenderer::BindDepthStencilState(depthNoStencilState,stencilRef,context);
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@@ -630,15 +630,15 @@ void wiImage::DrawDeferred(wiRenderer::TextureView texture
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//{
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// BatchBegin(wiRenderer::getImmediateContext());
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//}
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//void wiImage::BatchBegin(ID3D11DeviceContext* context)
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//void wiImage::BatchBegin(DeviceContext context)
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//{
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// //context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
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// //context->IASetPrimitiveTopology( PRIMITIVETOPOLOGY_TRIANGLESTRIP );
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//
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// //context->RSSetState(rasterizerState);
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// //context->OMSetDepthStencilState(depthNoStencilState, 0);
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//
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//
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// wiRenderer::BindPrimitiveTopology(wiRenderer::PRIMITIVETOPOLOGY::TRIANGLESTRIP,context);
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// wiRenderer::BindPrimitiveTopology(PRIMITIVETOPOLOGY::TRIANGLESTRIP,context);
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// wiRenderer::BindRasterizerState(rasterizerState,context);
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// wiRenderer::BindDepthStencilState(depthNoStencilState, 0, context);
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//
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@@ -653,14 +653,14 @@ void wiImage::DrawDeferred(wiRenderer::TextureView texture
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// wiRenderer::BindVS(vertexShader,context);
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// wiRenderer::BindPS(pixelShader,context);
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//}
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//void wiImage::BatchBegin(ID3D11DeviceContext* context, unsigned int stencilref, bool stencilOpLess)
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//void wiImage::BatchBegin(DeviceContext context, unsigned int stencilref, bool stencilOpLess)
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//{
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// //context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
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// //context->IASetPrimitiveTopology( PRIMITIVETOPOLOGY_TRIANGLESTRIP );
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//
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// //context->RSSetState(rasterizerState);
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// //context->OMSetDepthStencilState(stencilOpLess?depthStencilStateLess:depthStencilStateGreater, stencilref);
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//
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// wiRenderer::BindPrimitiveTopology(wiRenderer::PRIMITIVETOPOLOGY::TRIANGLESTRIP,context);
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// wiRenderer::BindPrimitiveTopology(PRIMITIVETOPOLOGY::TRIANGLESTRIP,context);
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// wiRenderer::BindRasterizerState(rasterizerState,context);
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// wiRenderer::BindDepthStencilState(stencilOpLess?depthStencilStateLess:depthStencilStateGreater, stencilref, context);
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//
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@@ -737,7 +737,7 @@ wiImage::ImageResource::ImageResource(const string& newDirectory, const string&
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MessageBoxA(0,ss.str().c_str(),"Loading Image Failed!",0);
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}
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}
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wiRenderer::TextureView wiImage::getImageByName(const string& get){
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TextureView wiImage::getImageByName(const string& get){
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map<string,ImageResource>::iterator iter = images.find(get);
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if(iter!=images.end())
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return iter->second.texture;
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