#pragma once #include "Base.h" #include "dxBase.h" #include "Graphics/Shader.h" #include #include namespace Light { class dxShader : public Shader { private: Microsoft::WRL::ComPtr m_VertexShader; Microsoft::WRL::ComPtr m_PixelShader; Microsoft::WRL::ComPtr m_Device; Microsoft::WRL::ComPtr m_DeviceContext; Microsoft::WRL::ComPtr m_VertexBlob; public: dxShader(const std::string& vertexSource, const std::string& pixelSource, void* sharedContext); ~dxShader(); void Bind() override; void UnBind() override; Microsoft::WRL::ComPtr GetVertexBlob() { return m_VertexBlob; } }; }