f1ced24f05
* multi swapchain draft * uwp fix * swapchain resize handling * swapchain buffercount * vsync toggle * tests fix * update * everything removed from graphicsdevice regarding global screen params, engine refactor * added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain * linux fix: vulkan device needs window handle for instance creation * refactor * removed unused includes * shader refactor and lensflare fix * swapchain clearcolor and other refactors * vulkan: no vector allocation in submit * tests fix * refactors * lens flare canvas size fix * gui refactor for canvas support * refactors * removed global canvas state * msaa fix * fixes * refactor to minimize interface changes * gui changes * checkbox fix * gui fixes * fixes * input system will accept window handle * editor fixes * refactor and removed resolution related system events * small editor update * refactor: renderpath inherits from canvas * fixed tests duh * image refactor * image fix * removed every using namespace std * pushconstant fix * editor: object picking only when necessary * removed include * dx12: copy fence waiting performed on CPU * dx12 copyallocator update * vulkan: copy allocator with timeline semaphores * missing include * dx12 copy allocator update * refactor * editor update * vulkan copy allocator fix * dx12 update * vulkan, dx12 fixes * version bump * vsync event helper * documentation update * updated vulkan, dx12, dxc
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
#ifndef WICKEDENGINE_COMMONINCLUDE_H
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#define WICKEDENGINE_COMMONINCLUDE_H
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// This is a helper include file pasted into all engine headers try to keep it minimal!
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// Do not include engine features in this file!
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#include <cstdlib>
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#include <cstring>
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#include <cstdint>
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#if __has_include("DirectXMath.h")
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// In this case, DirectXMath is coming from Windows SDK.
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// It is better to use this on Windows as some Windows libraries could depend on the same
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// DirectXMath headers
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#include <DirectXMath.h>
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#include <DirectXPackedVector.h>
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#include <DirectXCollision.h>
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#else
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// In this case, DirectXMath is coming from supplied source code
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// On platforms that don't have Windows SDK, the source code for DirectXMath is provided
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// as part of the engine utilities
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#include "Utility/DirectXMath.h"
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#include "Utility/DirectXPackedVector.h"
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#include "Utility/DirectXCollision.h"
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#endif
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using namespace DirectX;
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using namespace DirectX::PackedVector;
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static const XMFLOAT4X4 IDENTITYMATRIX = XMFLOAT4X4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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#define arraysize(a) (sizeof(a) / sizeof(a[0]))
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#define NOMINMAX
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#define ALIGN_16 void* operator new(size_t i){return _mm_malloc(i, 16);} void operator delete(void* p){_mm_free(p);}
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#endif //WICKEDENGINE_COMMONINCLUDE_H
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