Danbias/Code/OysterGraphics/Shader/Shader.h

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#pragma once
#include "..\Core\Buffer.h"
namespace Oyster
{
class Shader
{
public:
struct ShaderEffect
{
struct
{
int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct
{
std::vector<Buffer*> Vertex;
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
static bool InitShaders(const std::string &name = "..\\Shaders\\ShaderConfig.txt");
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
struct Set
{
static void SetPixel(int Index);
static void SetVertex(int Index);
static void SetGeometry(int Index);
static void SetCompute(int Index);
static void SetHull(int Index);
static void SetDomain(int Index);
};
struct Get
{
static int GetPixel(std::string Name);
static int GetVertex(std::string Name);
static int GetGeometry(std::string Name);
static int GetCompute(std::string Name);
static int GetHull(std::string Name);
static int GetDomain(std::string Name);
};
static std::stringstream* AccesLog();
};
}