Danbias/Code/OysterGraphics/Render/Resources/Debug.cpp

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#include "Debug.h"
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
#ifdef _DEBUG
// /Bin/Executable/Tester ->
// /Code/OysterGraphics/Shader/HLSL
const std::wstring PathFromExeToCso = L"..\\Content\\Shaders\\";
const std::wstring PathFromExeToHlsl = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
const std::wstring VertexDebug = L"DebugVertex";
const std::wstring PixelRed = L"DebugPixel";
const std::wstring PixelTexture = L"Texture";
const std::wstring ComputeDebug = L"Debug";
typedef Oyster::Graphics::Core::PipelineManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::PipelineManager::Get GetShader;
typedef Oyster::Graphics::Core::PipelineManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
//Shader::RenderPass Resources::Debug::obj;
Shader::RenderPass Resources::Debug::debugCompute;// = Shader::ShaderEffect();;
//Buffer Resources::Debug::ModelData = Buffer();
//Buffer Resources::Debug::VPData = Buffer();
//ID3D11ShaderResourceView* Resources::Debug::srv = NULL;
//ID3D11RenderTargetView* Resources::Debug::rtv = NULL;
Core::Init::State Resources::Debug::Init()
{
#pragma region LoadShaders
/** Load Compute Shaders for d3dcompile */
Core::PipelineManager::Init(PathFromExeToHlsl + L"ComputeDebug\\" + L"DebugCompute.hlsl", ShaderType::Compute, ComputeDebug);
#pragma endregion
return Core::Init::Success;
}
void Resources::Debug::Clean()
{
}
}
}
}
#endif