2022-03-08 21:19:19 +03:30
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#pragma once
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#include <d3d11.h>
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#include <renderer/shader.hpp>
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#include <wrl.h>
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namespace lt {
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class dxSharedContext;
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class dxShader: public Shader
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{
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public:
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dxShader(
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BasicFileHandle vertexFile,
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BasicFileHandle pixelFile,
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Ref<dxSharedContext> sharedContext
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);
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~dxShader();
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void bind() override;
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void un_bind() override;
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auto get_vertex_blob() -> Microsoft::WRL::ComPtr<ID3DBlob>
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{
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return m_vertex_blob;
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}
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private:
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Ref<dxSharedContext> m_context;
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Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertex_shader;
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Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixel_shader;
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Microsoft::WRL::ComPtr<ID3DBlob> m_vertex_blob;
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};
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} // namespace lt
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