#ifndef __PSHAG_CLINERENDERERSHADERS_HPP__ #define __PSHAG_CLINERENDERERSHADERS_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 CLineRenderer; class CLineRendererShaders { public: struct IDataBindingFactory { virtual void BuildShaderDataBinding(CLineRenderer& renderer, boo::IShaderPipeline* pipeline, boo::ITexture* texture)=0; }; private: static boo::IShaderPipeline* m_texAlpha; static boo::IShaderPipeline* m_texAdditive; static boo::IShaderPipeline* m_noTexAlpha; static boo::IShaderPipeline* m_noTexAdditive; static boo::IVertexFormat* m_texVtxFmt; static boo::IVertexFormat* m_noTexVtxFmt; static std::unique_ptr m_bindFactory; static boo::GraphicsDataToken m_gfxToken; public: static IDataBindingFactory* Initialize(boo::GLDataFactory& factory); #if _WIN32 static IDataBindingFactory* Initialize(boo::ID3DDataFactory& factory); #endif #if BOO_HAS_METAL static IDataBindingFactory* Initialize(boo::MetalDataFactory& factory); #endif #if BOO_HAS_VULKAN static IDataBindingFactory* Initialize(boo::VulkanDataFactory& factory); #endif static void Initialize(); static void Shutdown(); static void BuildShaderDataBinding(CLineRenderer& renderer, boo::ITexture* texture, bool additive); }; } #endif // __PSHAG_CLINERENDERERSHADERS_HPP__