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Shader directory refactor
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58
Runtime/Graphics/Shaders/CLineRendererShaders.hpp
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58
Runtime/Graphics/Shaders/CLineRendererShaders.hpp
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#ifndef __URDE_CLINERENDERERSHADERS_HPP__
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#define __URDE_CLINERENDERERSHADERS_HPP__
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#include "Graphics/CGraphics.hpp"
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#include "boo/graphicsdev/GL.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/graphicsdev/Metal.hpp"
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#include "boo/graphicsdev/Vulkan.hpp"
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namespace urde
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{
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class CLineRenderer;
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class CLineRendererShaders
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{
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public:
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struct IDataBindingFactory
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{
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virtual void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CLineRenderer& renderer,
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boo::IShaderPipeline* pipeline,
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boo::ITexture* texture)=0;
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};
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private:
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static boo::IShaderPipeline* m_texAlpha;
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static boo::IShaderPipeline* m_texAdditive;
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static boo::IShaderPipeline* m_noTexAlpha;
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static boo::IShaderPipeline* m_noTexAdditive;
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static boo::IVertexFormat* m_texVtxFmt;
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static boo::IVertexFormat* m_noTexVtxFmt;
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static std::unique_ptr<IDataBindingFactory> m_bindFactory;
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static boo::GraphicsDataToken m_gfxToken;
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public:
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static IDataBindingFactory* Initialize(boo::GLDataFactory::Context& ctx);
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#if _WIN32
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static IDataBindingFactory* Initialize(boo::ID3DDataFactory::Context& ctx);
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#endif
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#if BOO_HAS_METAL
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static IDataBindingFactory* Initialize(boo::MetalDataFactory::Context& ctx);
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#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
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static void Initialize();
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static void Shutdown();
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static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
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boo::ITexture* texture, bool additive);
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};
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}
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#endif // __URDE_CLINERENDERERSHADERS_HPP__
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