Added Shader base and PixelShader

This commit is contained in:
Simon Lübeß
2020-12-04 19:02:42 +01:00
parent b12baf695a
commit 242d9e728c
6 changed files with 177 additions and 45 deletions
+29 -44
View File
@@ -75,8 +75,9 @@ namespace GlitchyEngine
VertexLayout _vertexLayout ~ delete _;
PixelShader _pixelShader ~ delete _;
ID3D11VertexShader* _vertexShader ~ _?.Release();
ID3D11PixelShader* _pixelShader ~ _?.Release();
private Vector3 CircleCoord(float angle)
{
@@ -124,27 +125,8 @@ namespace GlitchyEngine
// Load pixel shader
//
ID3DBlob* psCode = null;
result = D3DCompiler.D3DCompileFromFile("content\\basicShader.hlsl".ToScopedNativeWChar!(), null, .StandardInclude, "PS", "ps_5_0", .Debug, .None, &psCode, &errorBlob);
if(result.Failed || errorBlob != null)
{
Debug.Write("ERROR: Failed to compile Pixel Shader: {}", result);
//ErrorPrinter.PrintErrorBlob(errorBlob);
Runtime.FatalError("Failed to compile Pixel Shader");
}
result = Window.Context.[Friend]nativeDevice.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
psCode.Release();
if(result.Failed)
{
Debug.Write("ERROR: Failed to create Pixel Shader: {}", result);
Runtime.FatalError("Failed to create Pixel Shader");
}
_pixelShader = Shader.FromFile!<PixelShader>(_window.Context, "content\\basicShader.hlsl", "PS");
float pO3 = Math.PI_f / 3.0f;
VertexColor[?] vertices = .(
VertexColor(.Zero, Color(255,255,255)),
@@ -204,32 +186,35 @@ namespace GlitchyEngine
_window.Context.ClearRenderTarget(null, .(0.2f, 0.2f, 0.2f));
// Draw test geometry
{
_window.Context.SetRenderTarget(null);
_window.Context.BindRenderTargets();
_window.Context.SetVertexBuffer(0, _vertexBuffer);
_window.Context.SetIndexBuffer(_indexBuffer);
_window.Context.SetVertexLayout(_vertexLayout);
_window.Context.SetPrimitiveTopology(.TriangleList);
var _immediateContext = _window.Context.[Friend]nativeContext;
_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
_window.Context.SetRasterizerState(_rasterizerState);
_window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
_window.Context.SetPixelShader(_pixelShader);
_window.Context.DrawIndexed(3 * 6);
}
for(Layer layer in _layerStack)
layer.Update(_gameTime);
_window.Update();
_window.Context.SetRenderTarget(null);
_window.Context.BindRenderTargets();
_window.Context.SetVertexBuffer(0, _vertexBuffer);
_window.Context.SetIndexBuffer(_indexBuffer);
_window.Context.SetVertexLayout(_vertexLayout);
_window.Context.SetPrimitiveTopology(.TriangleList);
var _immediateContext = _window.Context.[Friend]nativeContext;
_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
_window.Context.SetRasterizerState(_rasterizerState);
_window.Context.SetViewport(Window.Context.SwapChain.BackbufferViewport);
_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);
_window.Context.DrawIndexed(3 * 6);
_imGuiLayer.ImGuiRender();