#ifndef __URDE_CELEMENTGENSHADERS_HPP__ #define __URDE_CELEMENTGENSHADERS_HPP__ #include "Graphics/CGraphics.hpp" #include "boo/graphicsdev/GL.hpp" #include "boo/graphicsdev/D3D.hpp" #include "boo/graphicsdev/Metal.hpp" #include "boo/graphicsdev/Vulkan.hpp" namespace urde { class CElementGen; class CElementGenShaders { public: struct IDataBindingFactory { virtual void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen, boo::IShaderPipeline* regPipeline, boo::IShaderPipeline* redToAlphaPipeline)=0; }; enum class EShaderClass { Tex, IndTex, NoTex }; private: static boo::IShaderPipeline* m_texZTestZWrite; static boo::IShaderPipeline* m_texNoZTestZWrite; static boo::IShaderPipeline* m_texZTestNoZWrite; static boo::IShaderPipeline* m_texNoZTestNoZWrite; static boo::IShaderPipeline* m_texAdditiveZTest; static boo::IShaderPipeline* m_texAdditiveNoZTest; static boo::IShaderPipeline* m_texRedToAlphaZTest; static boo::IShaderPipeline* m_texRedToAlphaNoZTest; static boo::IShaderPipeline* m_indTexZWrite; static boo::IShaderPipeline* m_indTexNoZWrite; static boo::IShaderPipeline* m_indTexAdditive; static boo::IShaderPipeline* m_cindTexZWrite; static boo::IShaderPipeline* m_cindTexNoZWrite; static boo::IShaderPipeline* m_cindTexAdditive; static boo::IShaderPipeline* m_noTexZTestZWrite; static boo::IShaderPipeline* m_noTexNoZTestZWrite; static boo::IShaderPipeline* m_noTexZTestNoZWrite; static boo::IShaderPipeline* m_noTexNoZTestNoZWrite; static boo::IShaderPipeline* m_noTexAdditiveZTest; static boo::IShaderPipeline* m_noTexAdditiveNoZTest; static boo::IVertexFormat* m_vtxFormatTex; /* No OpenGL */ static boo::IVertexFormat* m_vtxFormatIndTex; /* No OpenGL */ static boo::IVertexFormat* m_vtxFormatNoTex; /* No OpenGL */ static std::unique_ptr m_bindFactory; static boo::GraphicsDataToken m_gfxToken; public: static IDataBindingFactory* Initialize(boo::GLDataFactory::Context& ctx); #if _WIN32 static IDataBindingFactory* Initialize(boo::ID3DDataFactory::Context& ctx); #endif #if BOO_HAS_METAL static IDataBindingFactory* Initialize(boo::MetalDataFactory::Context& ctx); #endif #if BOO_HAS_VULKAN static IDataBindingFactory* Initialize(boo::VulkanDataFactory::Context& ctx); #endif static void Initialize(); static void Shutdown(); static EShaderClass GetShaderClass(CElementGen& gen); static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen); }; } #endif // __URDE_CELEMENTGENSHADERS_HPP__