#include "ltpch.h" #include "dxShader.h" #include "dxSharedContext.h" #include namespace Light { dxShader::dxShader(const std::string& vertexSource, const std::string& pixelSource, Ref sharedContext) : m_Context(sharedContext) { Microsoft::WRL::ComPtr ps = nullptr, vsErr = nullptr, psErr = nullptr; // compile shaders HRESULT hr; D3DCompile(vertexSource.c_str(), vertexSource.length(), NULL, nullptr, nullptr, "main", "vs_4_0", NULL, NULL, &m_VertexBlob, &vsErr); D3DCompile(pixelSource.c_str(), pixelSource.length(), NULL, nullptr, nullptr, "main", "ps_4_0", NULL, NULL, &ps, &psErr); // check LT_ENGINE_ASSERT(!vsErr.Get(), "dxShader::dxShader: vertex shader compile error: {}", (char*)vsErr->GetBufferPointer()); LT_ENGINE_ASSERT(!psErr.Get(), "dxShader::dxShader: pixels shader compile error: {}", (char*)psErr->GetBufferPointer()); // create shaders DXC(m_Context->GetDevice()->CreateVertexShader(m_VertexBlob->GetBufferPointer(), m_VertexBlob->GetBufferSize(), NULL, &m_VertexShader)); DXC(m_Context->GetDevice()->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), NULL, &m_PixelShader)); } dxShader::~dxShader() { UnBind(); } void dxShader::Bind() { m_Context->GetDeviceContext()->VSSetShader(m_VertexShader.Get(), nullptr, 0u); m_Context->GetDeviceContext()->PSSetShader(m_PixelShader.Get(), nullptr, 0u); } void dxShader::UnBind() { m_Context->GetDeviceContext()->VSSetShader(nullptr, nullptr, 0u); m_Context->GetDeviceContext()->PSSetShader(nullptr, nullptr, 0u); } void dxShader::SetUniformMat4(const std::string& name, const glm::mat4& value) { LT_ENGINE_ERROR("dxShader::SetUniformMat4: NOT_IMPLEMENTED"); } }