wiRenderer moved to namespace (finally...)
This commit is contained in:
+19
-23
@@ -222,29 +222,29 @@ RendererWindow::RendererWindow(wiGUI* gui, Renderable3DComponent* component) : G
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shadowProps2DComboBox->AddItem("2048");
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shadowProps2DComboBox->AddItem("4096");
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shadowProps2DComboBox->OnSelect([&](wiEventArgs args) {
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wiRenderer::SHADOWCOUNT_2D = 11;
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switch (args.iValue)
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{
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case 0:
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wiRenderer::SetShadowProps2D(128, 0, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(64, 0, -1);
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break;
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case 1:
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wiRenderer::SetShadowProps2D(128, wiRenderer::SHADOWCOUNT_2D, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(128, -1, -1);
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break;
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case 2:
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wiRenderer::SetShadowProps2D(256, wiRenderer::SHADOWCOUNT_2D, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(256, -1, -1);
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break;
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case 3:
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wiRenderer::SetShadowProps2D(512, wiRenderer::SHADOWCOUNT_2D, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(512, -1, -1);
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break;
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case 4:
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wiRenderer::SetShadowProps2D(1024, wiRenderer::SHADOWCOUNT_2D, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(1024, -1, -1);
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break;
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case 5:
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wiRenderer::SetShadowProps2D(2048, wiRenderer::SHADOWCOUNT_2D, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(2048, -1, -1);
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break;
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case 6:
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wiRenderer::SetShadowProps2D(4096, wiRenderer::SHADOWCOUNT_2D, wiRenderer::SOFTSHADOWQUALITY_2D);
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wiRenderer::SetShadowProps2D(4096, -1, -1);
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break;
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default:
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break;
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@@ -267,29 +267,28 @@ RendererWindow::RendererWindow(wiGUI* gui, Renderable3DComponent* component) : G
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shadowPropsCubeComboBox->AddItem("2048");
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shadowPropsCubeComboBox->AddItem("4096");
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shadowPropsCubeComboBox->OnSelect([&](wiEventArgs args) {
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wiRenderer::SHADOWCOUNT_CUBE = 5;
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switch (args.iValue)
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{
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case 0:
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wiRenderer::SetShadowPropsCube(128, 0);
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break;
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case 1:
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wiRenderer::SetShadowPropsCube(128, wiRenderer::SHADOWCOUNT_CUBE);
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wiRenderer::SetShadowPropsCube(128, -1);
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break;
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case 2:
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wiRenderer::SetShadowPropsCube(256, wiRenderer::SHADOWCOUNT_CUBE);
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wiRenderer::SetShadowPropsCube(256, -1);
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break;
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case 3:
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wiRenderer::SetShadowPropsCube(512, wiRenderer::SHADOWCOUNT_CUBE);
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wiRenderer::SetShadowPropsCube(512, -1);
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break;
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case 4:
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wiRenderer::SetShadowPropsCube(1024, wiRenderer::SHADOWCOUNT_CUBE);
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wiRenderer::SetShadowPropsCube(1024, -1);
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break;
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case 5:
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wiRenderer::SetShadowPropsCube(2048, wiRenderer::SHADOWCOUNT_CUBE);
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wiRenderer::SetShadowPropsCube(2048, -1);
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break;
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case 6:
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wiRenderer::SetShadowPropsCube(4096, wiRenderer::SHADOWCOUNT_CUBE);
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wiRenderer::SetShadowPropsCube(4096, -1);
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break;
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default:
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break;
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@@ -359,8 +358,7 @@ RendererWindow::RendererWindow(wiGUI* gui, Renderable3DComponent* component) : G
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textureQualityComboBox->AddItem("Trilinear");
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textureQualityComboBox->AddItem("Anisotropic");
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textureQualityComboBox->OnSelect([&](wiEventArgs args) {
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wiGraphicsTypes::SamplerDesc desc = wiRenderer::samplers[SSLOT_OBJECTSHADER]->GetDesc();
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SAFE_DELETE(wiRenderer::samplers[SSLOT_OBJECTSHADER]);
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wiGraphicsTypes::SamplerDesc desc = wiRenderer::GetSampler(SSLOT_OBJECTSHADER)->GetDesc();
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switch (args.iValue)
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{
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@@ -380,8 +378,8 @@ RendererWindow::RendererWindow(wiGUI* gui, Renderable3DComponent* component) : G
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break;
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}
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wiRenderer::samplers[SSLOT_OBJECTSHADER] = new wiGraphicsTypes::Sampler;
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wiRenderer::GetDevice()->CreateSamplerState(&desc, wiRenderer::samplers[SSLOT_OBJECTSHADER]);
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wiRenderer::ModifySampler(desc, SSLOT_OBJECTSHADER);
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});
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textureQualityComboBox->SetSelected(3);
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textureQualityComboBox->SetEnabled(true);
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@@ -393,11 +391,9 @@ RendererWindow::RendererWindow(wiGUI* gui, Renderable3DComponent* component) : G
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mipLodBiasSlider->SetSize(XMFLOAT2(100, 30));
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mipLodBiasSlider->SetPos(XMFLOAT2(x, y += 30));
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mipLodBiasSlider->OnSlide([&](wiEventArgs args) {
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wiGraphicsTypes::SamplerDesc desc = wiRenderer::samplers[SSLOT_OBJECTSHADER]->GetDesc();
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SAFE_DELETE(wiRenderer::samplers[SSLOT_OBJECTSHADER]);
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wiGraphicsTypes::SamplerDesc desc = wiRenderer::GetSampler(SSLOT_OBJECTSHADER)->GetDesc();
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desc.MipLODBias = args.fValue;
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wiRenderer::samplers[SSLOT_OBJECTSHADER] = new wiGraphicsTypes::Sampler;
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wiRenderer::GetDevice()->CreateSamplerState(&desc, wiRenderer::samplers[SSLOT_OBJECTSHADER]);
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wiRenderer::ModifySampler(desc, SSLOT_OBJECTSHADER);
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});
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rendererWindow->AddWidget(mipLodBiasSlider);
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