metaforce/Runtime/Graphics/Shaders/CLineRendererShaders.hpp

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#ifndef __URDE_CLINERENDERERSHADERS_HPP__
#define __URDE_CLINERENDERERSHADERS_HPP__
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#include "Graphics/CGraphics.hpp"
#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/graphicsdev/Metal.hpp"
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#include "boo/graphicsdev/Vulkan.hpp"
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namespace urde
{
class CLineRenderer;
class CLineRendererShaders
{
public:
struct IDataBindingFactory
{
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virtual void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CLineRenderer& renderer,
const boo::ObjToken<boo::IShaderPipeline>& pipeline,
const boo::ObjToken<boo::ITexture>& texture)=0;
};
private:
static boo::ObjToken<boo::IShaderPipeline> m_texAlpha;
static boo::ObjToken<boo::IShaderPipeline> m_texAdditive;
static boo::ObjToken<boo::IShaderPipeline> m_noTexAlpha;
static boo::ObjToken<boo::IShaderPipeline> m_noTexAdditive;
static boo::ObjToken<boo::IVertexFormat> m_texVtxFmt;
static boo::ObjToken<boo::IVertexFormat> m_noTexVtxFmt;
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static std::unique_ptr<IDataBindingFactory> m_bindFactory;
public:
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static IDataBindingFactory* Initialize(boo::GLDataFactory::Context& ctx);
#if _WIN32
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static IDataBindingFactory* Initialize(boo::ID3DDataFactory::Context& ctx);
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#endif
#if BOO_HAS_METAL
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static IDataBindingFactory* Initialize(boo::MetalDataFactory::Context& ctx);
#endif
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#if BOO_HAS_VULKAN
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static IDataBindingFactory* Initialize(boo::VulkanDataFactory::Context& ctx);
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#endif
static void Initialize();
static void Shutdown();
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static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
const boo::ObjToken<boo::ITexture>& texture, bool additive);
};
}
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#endif // __URDE_CLINERENDERERSHADERS_HPP__