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@@ -28,8 +28,8 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
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};
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// Lines
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- ComPtr<ID3DBlob> vtx_line = mRenderer->CreateVertexShader("Shaders/LineVertexShader.hlsl");
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- ComPtr<ID3DBlob> pix_line = mRenderer->CreatePixelShader("Shaders/LinePixelShader.hlsl");
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+ ComPtr<ID3DBlob> vtx_line = mRenderer->CreateVertexShader("Assets/Shaders/LineVertexShader.hlsl");
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+ ComPtr<ID3DBlob> pix_line = mRenderer->CreatePixelShader("Assets/Shaders/LinePixelShader.hlsl");
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mLineState = mRenderer->CreatePipelineState(vtx_line.Get(), line_vertex_desc, ARRAYSIZE(line_vertex_desc), pix_line.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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// Create input layout for triangles
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@@ -51,15 +51,15 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
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};
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// Triangles
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- ComPtr<ID3DBlob> vtx_triangle = mRenderer->CreateVertexShader("Shaders/TriangleVertexShader.hlsl");
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- ComPtr<ID3DBlob> pix_triangle = mRenderer->CreatePixelShader("Shaders/TrianglePixelShader.hlsl");
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+ ComPtr<ID3DBlob> vtx_triangle = mRenderer->CreateVertexShader("Assets/Shaders/TriangleVertexShader.hlsl");
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+ ComPtr<ID3DBlob> pix_triangle = mRenderer->CreatePixelShader("Assets/Shaders/TrianglePixelShader.hlsl");
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mTriangleStateBF = mRenderer->CreatePipelineState(vtx_triangle.Get(), triangles_vertex_desc, ARRAYSIZE(triangles_vertex_desc), pix_triangle.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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mTriangleStateFF = mRenderer->CreatePipelineState(vtx_triangle.Get(), triangles_vertex_desc, ARRAYSIZE(triangles_vertex_desc), pix_triangle.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
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mTriangleStateWire = mRenderer->CreatePipelineState(vtx_triangle.Get(), triangles_vertex_desc, ARRAYSIZE(triangles_vertex_desc), pix_triangle.Get(), D3D12_FILL_MODE_WIREFRAME, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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// Shadow pass
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- ComPtr<ID3DBlob> vtx_shadow = mRenderer->CreateVertexShader("Shaders/TriangleDepthVertexShader.hlsl");
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- ComPtr<ID3DBlob> pix_shadow = mRenderer->CreatePixelShader("Shaders/TriangleDepthPixelShader.hlsl");
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+ ComPtr<ID3DBlob> vtx_shadow = mRenderer->CreateVertexShader("Assets/Shaders/TriangleDepthVertexShader.hlsl");
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+ ComPtr<ID3DBlob> pix_shadow = mRenderer->CreatePixelShader("Assets/Shaders/TriangleDepthPixelShader.hlsl");
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mShadowStateBF = mRenderer->CreatePipelineState(vtx_shadow.Get(), triangles_vertex_desc, ARRAYSIZE(triangles_vertex_desc), pix_shadow.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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mShadowStateFF = mRenderer->CreatePipelineState(vtx_shadow.Get(), triangles_vertex_desc, ARRAYSIZE(triangles_vertex_desc), pix_shadow.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
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mShadowStateWire = mRenderer->CreatePipelineState(vtx_shadow.Get(), triangles_vertex_desc, ARRAYSIZE(triangles_vertex_desc), pix_shadow.Get(), D3D12_FILL_MODE_WIREFRAME, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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