forked from MoonsideGames/MoonWorks
add some constructors to reduce boilerplate
parent
32b269526f
commit
7328cbc13d
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@ -31,6 +31,22 @@ namespace MoonWorks.Graphics
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public int W;
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public int H;
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public Rect(int x, int y, int w, int h)
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{
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X = x;
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Y = y;
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W = w;
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H = h;
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}
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public Rect(int w, int h)
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{
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X = 0;
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Y = 0;
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W = w;
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H = h;
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}
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// FIXME: can we do an unsafe cast somehow?
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public Refresh.Rect ToRefresh()
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{
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@ -53,6 +69,36 @@ namespace MoonWorks.Graphics
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public float H;
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public float MinDepth;
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public float MaxDepth;
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public Viewport(float w, float h)
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{
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X = 0;
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Y = 0;
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W = w;
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H = h;
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MinDepth = 0;
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MaxDepth = 1;
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}
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public Viewport(float x, float y, float w, float h)
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{
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X = x;
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Y = y;
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W = w;
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H = h;
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MinDepth = 0;
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MaxDepth = 1;
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}
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public Viewport(float x, float y, float w, float h, float minDepth, float maxDepth)
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{
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X = x;
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Y = y;
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W = w;
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H = h;
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MinDepth = minDepth;
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MaxDepth = maxDepth;
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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@ -7,5 +7,14 @@
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{
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public uint VertexSamplerBindingCount;
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public uint FragmentSamplerBindingCount;
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public GraphicsPipelineLayoutInfo(
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uint vertexSamplerBindingCount,
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uint fragmentSamplerBindingCount
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)
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{
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VertexSamplerBindingCount = vertexSamplerBindingCount;
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FragmentSamplerBindingCount = fragmentSamplerBindingCount;
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}
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}
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}
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@ -7,5 +7,14 @@
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{
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public Viewport[] Viewports;
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public Rect[] Scissors;
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/// <summary>
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/// A default single viewport with no scissor area.
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/// </summary>
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public ViewportState(int width, int height)
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{
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Viewports = new Viewport[] { new Viewport(width, height) };
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Scissors = new Rect[] { new Rect(width, height) };
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}
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}
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}
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