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- #pragma once
- #include "Array.h"
- struct ID3D10Blob;
- struct ID3D11PixelShader;
- struct ID3D11VertexShader;
- struct ID3D11Device;
- struct ID3D11DeviceContext;
- struct D3D11_INPUT_ELEMENT_DESC;
- struct ID3D11Buffer;
- struct ID3D11InputLayout;
- namespace Framework
- {
- class Text;
- class DXBuffer;
- class DX12CopyCommandQueue;
- class DX12DirectCommandQueue;
- enum ShaderType
- {
- UNBEKANNT,
- VERTEX,
- PIXEL
- };
-
- class Shader : public virtual ReferenceCounter
- {
- protected:
- ShaderType type;
- RCArray< DXBuffer >* constBuffers;
- public:
-
- Shader();
-
- virtual ~Shader();
-
-
-
-
-
- virtual bool setCompiledByteArray( unsigned char* bytes, int length ) = 0;
-
-
- virtual void benutzeShader() = 0;
-
-
-
-
-
- virtual bool erstelleConstBuffer( int size, int index ) = 0;
-
-
- bool removeConstBuffer( int index );
-
-
-
-
-
- bool füllConstBuffer( char* data, int index, int len = -1 );
-
-
- int getConstBufferLänge( int index ) const;
-
- ShaderType getType() const;
- };
- class DX11Shader : public Shader
- {
- protected:
- ID3D11Device* device;
- ID3D11DeviceContext* context;
- public:
- DX11Shader( ID3D11Device* device, ID3D11DeviceContext* context );
- virtual ~DX11Shader();
-
-
-
-
-
- virtual bool erstelleConstBuffer( int size, int index ) override;
- };
-
- class DX11PixelShader : public DX11Shader
- {
- private:
- ID3D11PixelShader* pixelShader;
- public:
-
- DX11PixelShader( ID3D11Device* device, ID3D11DeviceContext* context );
-
- ~DX11PixelShader();
-
-
-
-
-
- bool setCompiledByteArray( unsigned char* bytes, int length ) override;
-
-
- void benutzeShader() override;
- };
-
- class DX11VertexShader : public DX11Shader
- {
- private:
- ID3D11VertexShader* vertexShader;
- ID3D11InputLayout* inputLayout;
- unsigned char* shaderByteBuffer;
- int byteBufferSize;
- public:
-
- DX11VertexShader( ID3D11Device* device, ID3D11DeviceContext* context );
-
- ~DX11VertexShader();
-
-
-
-
-
- bool setCompiledByteArray( unsigned char* bytes, int length ) override;
-
-
-
-
-
- bool erstelleInputLayout( D3D11_INPUT_ELEMENT_DESC* descArray, int anz );
-
-
- void benutzeShader() override;
- };
- }
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