light/Engine/src/Platform/GraphicsAPI/DirectX/dxShader.h
Light b8ca0099cb Camera
- Added 'Camera'
- Added 'SetuniformMat4' to the 'Shader' , this is a temporary solution
- Added u_ViewProjection to glsl shaders

- Fixed 'Application's' placeholder delta time
- Fixed glfwKeyEvent returning KeyReleasedEvent on GLFW_REPEAT

- Note: Camera is not supported for DirectX for the time being due to hlsl not
       supporting uniforms like glsl
2021-07-05 01:59:18 +04:30

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#pragma once
#include "Base.h"
#include "Graphics/Shader.h"
#include <glm/glm.hpp>
#include <d3d11.h>
#include <wrl.h>
namespace Light {
class dxSharedContext;
class dxShader : public Shader
{
private:
std::shared_ptr<dxSharedContext> m_Context;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_VertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_PixelShader;
Microsoft::WRL::ComPtr<ID3DBlob> m_VertexBlob;
public:
dxShader(const std::string& vertexSource, const std::string& pixelSource, std::shared_ptr<dxSharedContext> sharedContext);
~dxShader();
void Bind() override;
void UnBind() override;
void SetUniformMat4(const std::string& name, const glm::mat4& value) override;
Microsoft::WRL::ComPtr<ID3DBlob> GetVertexBlob() { return m_VertexBlob; }
};
}