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https://github.com/AxioDL/metaforce.git
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refactored class structures for toolbars
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@@ -20,7 +20,7 @@ void SplitView::Resources::init(boo::IGraphicsDataFactory* factory)
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SplitView::SplitView(ViewResources& system, View& parentView, Axis axis)
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: View(system, parentView), m_axis(axis)
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{
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m_splitBlockBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Uniform, sizeof(VertexBlock), 1);
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m_splitBlockBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1);
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m_splitVertsBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(SplitVert), 4);
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if (!system.m_viewRes.m_texVtxFmt)
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@@ -32,7 +32,7 @@ SplitView::SplitView(ViewResources& system, View& parentView, Axis axis)
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};
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m_splitVtxFmt = system.m_factory->newVertexFormat(2, vdescs);
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boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf};
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boo::ITexture* texs[] = {system.m_splitViewRes.m_shadingTex};
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boo::ITexture* texs[] = {system.m_splitRes.m_shadingTex};
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m_splitShaderBinding = system.m_factory->newShaderDataBinding(system.m_viewRes.m_texShader,
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m_splitVtxFmt, m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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@@ -40,7 +40,7 @@ SplitView::SplitView(ViewResources& system, View& parentView, Axis axis)
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else
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{
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boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf};
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boo::ITexture* texs[] = {system.m_splitViewRes.m_shadingTex};
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boo::ITexture* texs[] = {system.m_splitRes.m_shadingTex};
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m_splitShaderBinding = system.m_factory->newShaderDataBinding(system.m_viewRes.m_texShader,
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system.m_viewRes.m_texVtxFmt,
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m_splitVertsBuf, nullptr,
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@@ -140,7 +140,8 @@ void SplitView::resized(const boo::SWindowRect& root, const boo::SWindowRect& su
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m_splitBlock.setViewRect(root, ssub);
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setVerticalVerts(ssub.size[1]);
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}
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m_splitValid = false;
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m_splitBlockBuf->load(&m_splitBlock, sizeof(ViewBlock));
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m_splitVertsBuf->load(m_splitVerts, sizeof(SplitVert) * 4);
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}
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void SplitView::draw(boo::IGraphicsCommandQueue* gfxQ)
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@@ -150,13 +151,6 @@ void SplitView::draw(boo::IGraphicsCommandQueue* gfxQ)
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m_views[0]->draw(gfxQ);
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if (m_views[1])
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m_views[1]->draw(gfxQ);
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if (!m_splitValid)
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{
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m_splitBlockBuf->load(&m_splitBlock, sizeof(VertexBlock));
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m_splitVertsBuf->load(m_splitVerts, sizeof(SplitVert) * 4);
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m_splitValid = true;
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}
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gfxQ->setShaderDataBinding(m_splitShaderBinding);
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gfxQ->draw(0, 4);
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