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Material.cpp
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68 lines (58 loc) · 2.05 KB
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#include "Material.h"
Material::Material(const wchar_t* vertex_shader_path, const wchar_t* pixel_shader_path)
{
void* shader_byte_code = nullptr;
size_t size_shader = 0;
// Create vertex shader for material
GraphicsEngine::get()->getRenderSystem()->compileVertexShader(
vertex_shader_path, "vsmain", &shader_byte_code, &size_shader
);
this->mVertexShader = GraphicsEngine::get()->getRenderSystem()->createVertexShader(
shader_byte_code, size_shader
);
GraphicsEngine::get()->getRenderSystem()->releaseCompiledShader();
if (!mVertexShader) throw std::runtime_error("Could not create vertex shader for material");
// Create pixel shader for material
GraphicsEngine::get()->getRenderSystem()->compilePixelShader(
pixel_shader_path, "psmain", &shader_byte_code, &size_shader
);
this->mPixelShader = GraphicsEngine::get()->getRenderSystem()->createPixelShader(
shader_byte_code, size_shader
);
GraphicsEngine::get()->getRenderSystem()->releaseCompiledShader();
if (!mPixelShader) throw std::runtime_error("Could not create pixel shader for material");
}
Material::Material(const MaterialPtr& material)
{
this->mVertexShader = material->mVertexShader;
this->mPixelShader = material->mPixelShader;
}
Material::~Material() = default;
void Material::addTexture(const TexturePtr& texture)
{
this->mVecTextures.push_back(texture);
}
void Material::removeTexture(int index)
{
if (index >= this->mVecTextures.size()) return;
mVecTextures.erase(mVecTextures.begin() + index);
}
void Material::setData(void* data, unsigned int size)
{
if (!mConstantBuffer)
this->mConstantBuffer = GraphicsEngine::get()->getRenderSystem()->createConstantBuffer(
data, size
);
else
this->mConstantBuffer->update(
GraphicsEngine::get()->getRenderSystem()->getImmediateDeviceContext(), data
);
}
void Material::setCullMode(CULL_MODE mode)
{
this->mCullMode = mode;
}
CULL_MODE Material::getCullMode(CULL_MODE mode)
{
return this->mCullMode;
}