#pragma once #ifndef PipeLineResources_H #define PipeLineResources_H #include "..\EngineIncludes.h" namespace Oyster { namespace Resources { struct PipeLineResourses { //0 = Diffuse //1 = Specular //2 = Glow //3 = Pos //4 = Normal static ID3D11ShaderResourceView* GeometryOut[5]; static ID3D11RenderTargetView* GeometryTarget[5]; //0 = TileBuffer //1 = PointList //2 = Random //3 = Sphere static ID3D11ShaderResourceView* ComputeResources[4]; static Oyster::Buffer* Resources[2]; //0 = Diffuse //1 = Specular //2 = Glow //3 = SSAO static ID3D11ShaderResourceView* LightOut[4]; static ID3D11UnorderedAccessView* LightTarget[4]; //0 = BlurTempStorage static ID3D11UnorderedAccessView* TempUav; static ID3D11ShaderResourceView* TempSrv; static ID3D11RenderTargetView* RtvNulls[16]; static ID3D11ShaderResourceView* SrvNulls[16]; static ID3D11UnorderedAccessView* uavNULL[16]; //static Oyster::Collision3D::Frustrum* SubFrustrums; static int FrustrumSize; static LinearAlgebra::Vector3 FrustrumDimensions; static Oyster::Resources::BufferDefinitions::LightStructureBuffer LightData; static void Init(int sizeX, int sizeY); static void InitGeometry(int sizeX, int sizeY); static void InitSSAOData(); static void InitSubFrustrums(int sizeX, int sizeY); static void InitPointLights(); static void InitLightData(); static void InitLighting(int sizeX, int sizeY); }; } } #endif