mirror of https://github.com/AxioDL/metaforce.git
513 lines
17 KiB
C++
513 lines
17 KiB
C++
#include "Graphics/CGraphics.hpp"
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#include "Graphics/CLight.hpp"
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#include "zeus/Math.hpp"
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#include "CTimeProvider.hpp"
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#include "Shaders/CTextSupportShader.hpp"
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#include "GuiSys/CGuiSys.hpp"
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namespace urde
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{
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CGraphics::CProjectionState CGraphics::g_Proj;
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CGraphics::CFogState CGraphics::g_Fog;
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float CGraphics::g_ProjAspect = 1.f;
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u32 CGraphics::g_NumLightsActive = 0;
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u32 CGraphics::g_NumBreakpointsWaiting = 0;
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u32 CGraphics::g_FlippingState;
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bool CGraphics::g_LastFrameUsedAbove = false;
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bool CGraphics::g_InterruptLastFrameUsedAbove = false;
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ERglLightBits CGraphics::g_LightActive = ERglLightBits::None;
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ERglLightBits CGraphics::g_LightsWereOn = ERglLightBits::None;
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zeus::CTransform CGraphics::g_GXModelView;
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zeus::CTransform CGraphics::g_GXModelViewInvXpose;
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zeus::CTransform CGraphics::g_GXModelMatrix = zeus::CTransform::Identity();
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zeus::CTransform CGraphics::g_ViewMatrix;
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zeus::CVector3f CGraphics::g_ViewPoint;
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zeus::CTransform CGraphics::g_GXViewPointMatrix;
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zeus::CTransform CGraphics::g_CameraMatrix;
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zeus::CVector2i CGraphics::g_ViewportResolution;
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zeus::CVector2i CGraphics::g_ViewportResolutionHalf;
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SClipScreenRect CGraphics::g_CroppedViewport;
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int CGraphics::g_ViewportSamples = 1;
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bool CGraphics::g_IsGXModelMatrixIdentity = true;
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SViewport gViewport = {0, 0, 640, 480, 640 / 2.f, 480 / 2.f};
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void CGraphics::DisableAllLights()
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{
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g_NumLightsActive = 0;
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g_LightActive = ERglLightBits::None;
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// TODO: turn lights off for real
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}
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void CGraphics::LoadLight(ERglLight light, const CLight& info)
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{
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// TODO: load light for real
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}
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void CGraphics::EnableLight(ERglLight light)
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{
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ERglLightBits lightBit = ERglLightBits(1 << int(light));
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if ((lightBit & g_LightActive) == ERglLightBits::None)
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{
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g_LightActive |= lightBit;
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++g_NumLightsActive;
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// TODO: turn light on for real
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}
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g_LightsWereOn = g_LightActive;
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}
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void CGraphics::SetLightState(ERglLightBits lightState)
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{
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// TODO: set state for real
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g_LightActive = lightState;
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g_NumLightsActive = zeus::PopCount(lightState);
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}
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void CGraphics::SetAmbientColor(const zeus::CColor& col)
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{
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// TODO: set for real
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}
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void CGraphics::SetFog(ERglFogMode mode, float startz, float endz, const zeus::CColor& color)
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{
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if (mode == ERglFogMode::None)
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{
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g_Fog.m_start = 4096.f;
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g_Fog.m_rangeScale = 1.f;
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}
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else
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{
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float userRange = endz - startz;
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g_Fog.m_color = color;
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g_Fog.m_start = startz;
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g_Fog.m_rangeScale = 1.f / userRange;
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}
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}
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void CGraphics::SetDepthWriteMode(bool test, ERglEnum comp, bool write)
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{
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}
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void CGraphics::SetBlendMode(ERglBlendMode, ERglBlendFactor, ERglBlendFactor, ERglLogicOp)
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{
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}
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void CGraphics::SetCullMode(ERglCullMode)
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{
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}
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void CGraphics::BeginScene()
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{
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}
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void CGraphics::EndScene()
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{
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/* Spinwait until g_NumBreakpointsWaiting is 0 */
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/* ++g_NumBreakpointsWaiting; */
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/* GXCopyDisp to g_CurrenFrameBuf with clear enabled */
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/* Register next breakpoint with GP FIFO */
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/* Yup, GX had fences long before D3D12 and Vulkan
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* (same functionality implemented in boo's execute method) */
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/* This usually comes from VI register during interrupt;
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* we don't care in the era of progressive-scan dominance,
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* so simulate field-flipping with XOR instead */
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g_InterruptLastFrameUsedAbove ^= 1;
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g_LastFrameUsedAbove = g_InterruptLastFrameUsedAbove;
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/* Flush text instance buffers just before GPU command list submission */
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CTextSupportShader::UpdateBuffers();
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}
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void CGraphics::SetAlphaCompare(ERglAlphaFunc comp0, u8 ref0, ERglAlphaOp op, ERglAlphaFunc comp1, u8 ref1)
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{
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}
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void CGraphics::SetViewPointMatrix(const zeus::CTransform& xf)
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{
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g_ViewMatrix = xf;
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g_ViewPoint = xf.origin;
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zeus::CMatrix3f tmp(xf.basis[0], xf.basis[2], -xf.basis[1]);
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g_GXViewPointMatrix = zeus::CTransform(tmp.transposed());
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SetViewMatrix();
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}
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void CGraphics::SetViewMatrix()
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{
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g_CameraMatrix = g_GXViewPointMatrix * zeus::CTransform::Translate(-g_ViewPoint);
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if (g_IsGXModelMatrixIdentity)
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g_GXModelView = g_CameraMatrix;
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else
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g_GXModelView = g_CameraMatrix * g_GXModelMatrix;
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/* Load position matrix */
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/* Inverse-transpose */
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g_GXModelViewInvXpose = g_GXModelView.inverse();
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g_GXModelViewInvXpose.origin.zeroOut();
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g_GXModelViewInvXpose.basis.transpose();
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/* Load normal matrix */
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}
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void CGraphics::SetModelMatrix(const zeus::CTransform& xf)
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{
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g_IsGXModelMatrixIdentity = false;
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g_GXModelMatrix = xf;
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SetViewMatrix();
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}
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static const zeus::CMatrix4f PlusOneZ(1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 1.f,
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0.f, 0.f, 0.f, 1.f);
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static const zeus::CMatrix4f PlusOneZFlip(1.f, 0.f, 0.f, 0.f,
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0.f, -1.f, 0.f, 0.f,
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0.f, 0.f, 0.5f, 0.5f,
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0.f, 0.f, 0.f, 1.f);
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zeus::CMatrix4f CGraphics::CalculatePerspectiveMatrix(float fovy, float aspect,
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float znear, float zfar,
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bool forRenderer)
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{
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CProjectionState st;
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float tfov = std::tan(zeus::degToRad(fovy * 0.5f));
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st.x14_near = znear;
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st.x18_far = zfar;
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st.xc_top = znear * tfov;
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st.x10_bottom = -st.xc_top;
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st.x8_right = aspect * znear * tfov;
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st.x4_left = -st.x8_right;
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float rml = st.x8_right - st.x4_left;
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float rpl = st.x8_right + st.x4_left;
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float tmb = st.xc_top - st.x10_bottom;
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float tpb = st.xc_top + st.x10_bottom;
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float fpn = st.x18_far + st.x14_near;
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float fmn = st.x18_far - st.x14_near;
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if (!forRenderer)
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{
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return zeus::CMatrix4f(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, -fpn / fmn, -2.f * st.x18_far * st.x14_near / fmn,
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0.f, 0.f, -1.f, 0.f);
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}
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switch (g_BooPlatform)
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{
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case boo::IGraphicsDataFactory::Platform::OpenGL:
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default:
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{
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return zeus::CMatrix4f(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, -fpn / fmn, -2.f * st.x18_far * st.x14_near / fmn,
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0.f, 0.f, -1.f, 0.f);
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}
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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case boo::IGraphicsDataFactory::Platform::Metal:
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{
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zeus::CMatrix4f mat2(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, st.x18_far / fmn, st.x14_near * st.x18_far / fmn,
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0.f, 0.f, -1.f, 0.f);
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return PlusOneZ * mat2;
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}
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case boo::IGraphicsDataFactory::Platform::Vulkan:
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{
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zeus::CMatrix4f mat2(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, -fpn / fmn, -2.f * st.x18_far * st.x14_near / fmn,
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0.f, 0.f, -1.f, 0.f);
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return PlusOneZFlip * mat2;
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}
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}
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}
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zeus::CMatrix4f CGraphics::GetPerspectiveProjectionMatrix(bool forRenderer)
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{
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if (g_Proj.x0_persp)
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{
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float rml = g_Proj.x8_right - g_Proj.x4_left;
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float rpl = g_Proj.x8_right + g_Proj.x4_left;
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float tmb = g_Proj.xc_top - g_Proj.x10_bottom;
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float tpb = g_Proj.xc_top + g_Proj.x10_bottom;
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float fpn = g_Proj.x18_far + g_Proj.x14_near;
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float fmn = g_Proj.x18_far - g_Proj.x14_near;
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if (!forRenderer)
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{
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return zeus::CMatrix4f(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * g_Proj.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, -fpn / fmn, -2.f * g_Proj.x18_far * g_Proj.x14_near / fmn,
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0.f, 0.f, -1.f, 0.f);
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}
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switch (g_BooPlatform)
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{
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case boo::IGraphicsDataFactory::Platform::OpenGL:
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default:
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{
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return zeus::CMatrix4f(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * g_Proj.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, -fpn / fmn, -2.f * g_Proj.x18_far * g_Proj.x14_near / fmn,
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0.f, 0.f, -1.f, 0.f);
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}
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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case boo::IGraphicsDataFactory::Platform::Metal:
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{
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zeus::CMatrix4f mat2(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * g_Proj.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, g_Proj.x18_far / fmn, g_Proj.x14_near * g_Proj.x18_far / fmn,
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0.f, 0.f, -1.f, 0.f);
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return PlusOneZ * mat2;
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}
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case boo::IGraphicsDataFactory::Platform::Vulkan:
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{
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zeus::CMatrix4f mat2(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f,
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0.f, 2.f * g_Proj.x14_near / tmb, tpb / tmb, 0.f,
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0.f, 0.f, -fpn / fmn, -2.f * g_Proj.x18_far * g_Proj.x14_near / fmn,
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0.f, 0.f, -1.f, 0.f);
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return PlusOneZFlip * mat2;
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}
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}
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}
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else
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{
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float rml = g_Proj.x8_right - g_Proj.x4_left;
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float rpl = g_Proj.x8_right + g_Proj.x4_left;
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float tmb = g_Proj.xc_top - g_Proj.x10_bottom;
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float tpb = g_Proj.xc_top + g_Proj.x10_bottom;
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float fpn = g_Proj.x18_far + g_Proj.x14_near;
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float fmn = g_Proj.x18_far - g_Proj.x14_near;
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if (!forRenderer)
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{
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return zeus::CMatrix4f(2.f / rml, 0.f, 0.f, -rpl / rml,
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0.f, 2.f / tmb, 0.f, -tpb / tmb,
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0.f, 0.f, -2.f / fmn, -fpn / fmn,
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0.f, 0.f, 0.f, 1.f);
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}
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switch (g_BooPlatform)
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{
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case boo::IGraphicsDataFactory::Platform::OpenGL:
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default:
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{
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return zeus::CMatrix4f(2.f / rml, 0.f, 0.f, -rpl / rml,
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0.f, 2.f / tmb, 0.f, -tpb / tmb,
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0.f, 0.f, -2.f / fmn, -fpn / fmn,
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0.f, 0.f, 0.f, 1.f);
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}
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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case boo::IGraphicsDataFactory::Platform::Metal:
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{
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zeus::CMatrix4f mat2(2.f / rml, 0.f, 0.f, -rpl / rml,
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0.f, 2.f / tmb, 0.f, -tpb / tmb,
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0.f, 0.f, 1.f / fmn, -g_Proj.x14_near / fmn,
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0.f, 0.f, 0.f, 1.f);
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return PlusOneZ * mat2;
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}
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case boo::IGraphicsDataFactory::Platform::Vulkan:
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{
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zeus::CMatrix4f mat2(2.f / rml, 0.f, 0.f, -rpl / rml,
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0.f, 2.f / tmb, 0.f, -tpb / tmb,
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0.f, 0.f, 1.f / fmn, -g_Proj.x14_near / fmn,
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0.f, 0.f, 0.f, 1.f);
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return PlusOneZFlip * mat2;
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}
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}
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}
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}
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const CGraphics::CProjectionState& CGraphics::GetProjectionState()
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{
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return g_Proj;
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}
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void CGraphics::SetProjectionState(const CGraphics::CProjectionState& proj)
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{
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g_Proj = proj;
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FlushProjection();
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}
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void CGraphics::SetPerspective(float fovy, float aspect, float znear, float zfar)
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{
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g_ProjAspect = aspect;
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float tfov = std::tan(zeus::degToRad(fovy * 0.5f));
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g_Proj.x0_persp = true;
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g_Proj.x14_near = znear;
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g_Proj.x18_far = zfar;
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g_Proj.xc_top = znear * tfov;
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g_Proj.x10_bottom = -g_Proj.xc_top;
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g_Proj.x8_right = aspect * znear * tfov;
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g_Proj.x4_left = -g_Proj.x8_right;
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FlushProjection();
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}
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void CGraphics::SetOrtho(float left, float right,
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float top, float bottom,
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float znear, float zfar)
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{
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g_Proj.x0_persp = false;
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g_Proj.x4_left = left;
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g_Proj.x8_right = right;
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g_Proj.xc_top = top;
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g_Proj.x10_bottom = bottom;
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g_Proj.x14_near = znear;
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g_Proj.x18_far = zfar;
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FlushProjection();
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}
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void CGraphics::FlushProjection()
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{
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if (g_Proj.x0_persp)
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{
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// Convert and load persp
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}
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else
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{
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// Convert and load ortho
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}
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}
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zeus::CVector2i CGraphics::ProjectPoint(const zeus::CVector3f& point)
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{
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zeus::CVector3f projPt = GetPerspectiveProjectionMatrix(false).multiplyOneOverW(point);
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return {int(projPt.x * g_ViewportResolutionHalf.x) + g_ViewportResolutionHalf.x,
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g_ViewportResolution.y - (int(projPt.y * g_ViewportResolutionHalf.y) + g_ViewportResolutionHalf.y)};
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}
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SClipScreenRect CGraphics::ClipScreenRectFromMS(const zeus::CVector3f& p1,
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const zeus::CVector3f& p2)
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{
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zeus::CVector3f xf1 = g_GXModelView * p1;
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zeus::CVector3f xf2 = g_GXModelView * p2;
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return ClipScreenRectFromVS(xf1, xf2);
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}
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SClipScreenRect CGraphics::ClipScreenRectFromVS(const zeus::CVector3f& p1,
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const zeus::CVector3f& p2)
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{
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if (p1.x == 0.f && p1.y == 0.f && p1.z == 0.f)
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return {};
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if (p2.x == 0.f && p2.y == 0.f && p2.z == 0.f)
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return {};
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if (p1.y < GetProjectionState().x14_near || p2.y < GetProjectionState().x14_near)
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return {};
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if (p1.y > GetProjectionState().x18_far || p2.y > GetProjectionState().x18_far)
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return {};
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zeus::CVector2i sp1 = ProjectPoint(p1);
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zeus::CVector2i sp2 = ProjectPoint(p2);
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int minX = std::min(sp2.x, sp1.x);
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int minX2 = minX & 0xfffffffe;
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int minY = std::min(sp2.y, sp1.y);
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int minY2 = minY & 0xfffffffe;
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if (minX2 >= g_ViewportResolution.x)
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return {};
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int maxX = abs(sp1.x - sp2.x) + minX;
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int maxX2 = (maxX + 2) & 0xfffffffe;
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if (maxX2 <= 0 /* ViewportX origin */)
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return {};
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int finalMinX = std::max(minX, 0 /* ViewportX origin */);
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int finalMaxX = std::min(maxX, g_ViewportResolution.x);
|
|
|
|
|
|
if (minY2 >= g_ViewportResolution.y)
|
|
return {};
|
|
|
|
int maxY = abs(sp1.y - sp2.y) + minY;
|
|
int maxY2 = (maxY + 2) & 0xfffffffe;
|
|
if (maxY2 <= 0 /* ViewportY origin */)
|
|
return {};
|
|
|
|
int finalMinY = std::max(minY, 0 /* ViewportY origin */);
|
|
int finalMaxY = std::min(maxY, g_ViewportResolution.y);
|
|
|
|
int width = maxX2 - minX2;
|
|
int height = maxY2 - minY2;
|
|
return {true, minX2, minY2, width, height, width,
|
|
minX2 / float(g_ViewportResolution.x), maxX2 / float(g_ViewportResolution.x),
|
|
1.f - maxY2 / float(g_ViewportResolution.y), 1.f - minY2 / float(g_ViewportResolution.y)};
|
|
|
|
}
|
|
|
|
zeus::CVector3f CGraphics::ProjectModelPointToViewportSpace(const zeus::CVector3f& point)
|
|
{
|
|
zeus::CVector3f pt = g_GXModelView * point;
|
|
return GetPerspectiveProjectionMatrix(false).multiplyOneOverW(pt);
|
|
}
|
|
|
|
void CGraphics::SetViewportResolution(const zeus::CVector2i& res)
|
|
{
|
|
g_ViewportResolution = res;
|
|
g_CroppedViewport = SClipScreenRect();
|
|
g_CroppedViewport.xc_width = res.x;
|
|
g_CroppedViewport.x10_height = res.y;
|
|
g_ViewportResolutionHalf = {res.x / 2, res.y / 2};
|
|
if (g_GuiSys)
|
|
g_GuiSys->OnViewportResize();
|
|
}
|
|
|
|
static boo::SWindowRect CachedVP;
|
|
static float CachedDepthRange[2] = {0.f, 1.f};
|
|
|
|
void CGraphics::SetViewport(int leftOff, int bottomOff, int width, int height)
|
|
{
|
|
CachedVP.location[0] = leftOff;
|
|
CachedVP.location[1] = bottomOff;
|
|
CachedVP.size[0] = width;
|
|
CachedVP.size[1] = height;
|
|
g_BooMainCommandQueue->setViewport(CachedVP, CachedDepthRange[0], CachedDepthRange[1]);
|
|
}
|
|
|
|
void CGraphics::SetScissor(int leftOff, int bottomOff, int width, int height)
|
|
{
|
|
boo::SWindowRect rect(leftOff, bottomOff, width, height);
|
|
g_BooMainCommandQueue->setScissor(rect);
|
|
}
|
|
|
|
void CGraphics::SetDepthRange(float znear, float zfar)
|
|
{
|
|
CachedDepthRange[0] = znear;
|
|
CachedDepthRange[1] = zfar;
|
|
g_BooMainCommandQueue->setViewport(CachedVP, CachedDepthRange[0], CachedDepthRange[1]);
|
|
}
|
|
|
|
CTimeProvider* CGraphics::g_ExternalTimeProvider = nullptr;
|
|
float CGraphics::g_DefaultSeconds = 0.f;
|
|
u32 CGraphics::g_RenderTimings = 0;
|
|
|
|
float CGraphics::GetSecondsMod900()
|
|
{
|
|
if (!g_ExternalTimeProvider)
|
|
return g_DefaultSeconds;
|
|
return g_ExternalTimeProvider->x0_currentTime;
|
|
}
|
|
|
|
void CGraphics::TickRenderTimings()
|
|
{
|
|
g_RenderTimings++;
|
|
g_DefaultSeconds = float(g_RenderTimings) / 60.f;
|
|
}
|
|
|
|
boo::IGraphicsDataFactory::Platform CGraphics::g_BooPlatform = boo::IGraphicsDataFactory::Platform::Null;
|
|
boo::IGraphicsDataFactory* CGraphics::g_BooFactory = nullptr;
|
|
boo::IGraphicsCommandQueue* CGraphics::g_BooMainCommandQueue = nullptr;
|
|
boo::ITextureR* CGraphics::g_SpareTexture = nullptr;
|
|
const boo::SystemChar* CGraphics::g_BooPlatformName = nullptr;
|
|
|
|
}
|