#include "Resources.h" const std::wstring PathFromExeToHlsl = L""; const std::wstring VertexTransformDebug = L"TransformDebugVertex"; const std::wstring VertexDebug = L"DebugVertex"; const std::wstring PixelRed = L"DebugPixel"; typedef Oyster::Graphics::Core::ShaderManager::ShaderType Shader; namespace Oyster { namespace Graphics { namespace Render { Core::Init::State Resources::Init() { #pragma region LoadShaders #ifdef _DEBUG /** Load Vertex Shader for d3dcompile*/ Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex",Shader::Vertex, VertexTransformDebug, false); Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex",Shader::Vertex, VertexDebug, false); /** Load Pixel Shader for d3dcompile */ Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel", Shader::Pixel, PixelRed, false); #else /** Load Vertex Shader with Precompiled */ #endif #pragma endregion #pragma region CreateBuffers /** @todo Create Buffers */ #pragma endregion #pragma region Setup Render States /** @todo Create DX States */ #pragma endregion #pragma region Create Shader Effects /** @todo Create ShaderEffects */ #pragma endregion } } } }