wip
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2 changed files with 4 additions and 4 deletions
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@ -19,7 +19,8 @@ use windows::{
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use crate::*;
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use crate::*;
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const RENDER_TARGET_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
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const RENDER_TARGET_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
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const BACK_BUFFER_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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// const BACK_BUFFER_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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const BACK_BUFFER_FORMAT: DXGI_FORMAT = DXGI_FORMAT_B8G8R8A8_UNORM;
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pub(crate) struct DirectXRenderer {
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pub(crate) struct DirectXRenderer {
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atlas: Arc<DirectXAtlas>,
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atlas: Arc<DirectXAtlas>,
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@ -1200,7 +1201,6 @@ fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceCont
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let desc = D3D11_RASTERIZER_DESC {
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let desc = D3D11_RASTERIZER_DESC {
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FillMode: D3D11_FILL_SOLID,
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FillMode: D3D11_FILL_SOLID,
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CullMode: D3D11_CULL_NONE,
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CullMode: D3D11_CULL_NONE,
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// FrontCounterClockwise: true.into(),
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FrontCounterClockwise: false.into(),
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FrontCounterClockwise: false.into(),
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DepthBias: 0,
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DepthBias: 0,
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DepthBiasClamp: 0.0,
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DepthBiasClamp: 0.0,
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@ -342,8 +342,8 @@ float4 gradient_color(Background background,
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}
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}
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// Get the t value for the linear gradient with the color stop percentages.
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// Get the t value for the linear gradient with the color stop percentages.
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float2 half_size = float2(bounds.size.x, bounds.size.y) / 2.;
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float2 half_size = bounds.size * 0.5;
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float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
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float2 center = bounds.origin + half_size;
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float2 center_to_point = position - center;
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float2 center_to_point = position - center;
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float t = dot(center_to_point, direction) / length(direction);
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float t = dot(center_to_point, direction) / length(direction);
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// Check the direct to determine the use x or y
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// Check the direct to determine the use x or y
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