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Moved Shaders to Assets folder

Jorrit Rouwe 4 年之前
父節點
當前提交
c39ec45299

+ 0 - 0
Shaders/FontPixelShader.hlsl → Assets/Shaders/FontPixelShader.hlsl


+ 0 - 0
Shaders/FontVertexShader.hlsl → Assets/Shaders/FontVertexShader.hlsl


+ 0 - 0
Shaders/LinePixelShader.hlsl → Assets/Shaders/LinePixelShader.hlsl


+ 0 - 0
Shaders/LineVertexShader.hlsl → Assets/Shaders/LineVertexShader.hlsl


+ 0 - 0
Shaders/TriangleDepthPixelShader.hlsl → Assets/Shaders/TriangleDepthPixelShader.hlsl


+ 0 - 0
Shaders/TriangleDepthVertexShader.hlsl → Assets/Shaders/TriangleDepthVertexShader.hlsl


+ 0 - 0
Shaders/TrianglePixelShader.hlsl → Assets/Shaders/TrianglePixelShader.hlsl


+ 0 - 0
Shaders/TriangleVertexShader.hlsl → Assets/Shaders/TriangleVertexShader.hlsl


+ 0 - 0
Shaders/UIPixelShader.hlsl → Assets/Shaders/UIPixelShader.hlsl


+ 0 - 0
Shaders/UIPixelShaderUntextured.hlsl → Assets/Shaders/UIPixelShaderUntextured.hlsl


+ 0 - 0
Shaders/UIVertexShader.hlsl → Assets/Shaders/UIVertexShader.hlsl


+ 0 - 0
Shaders/VertexConstants.h → Assets/Shaders/VertexConstants.h


+ 6 - 6
TestFramework/Renderer/DebugRendererImp.cpp

@@ -28,8 +28,8 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
 	};
 
 	// Lines
-	ComPtr<ID3DBlob> vtx_line = mRenderer->CreateVertexShader("Shaders/LineVertexShader.hlsl");
-	ComPtr<ID3DBlob> pix_line = mRenderer->CreatePixelShader("Shaders/LinePixelShader.hlsl");
+	ComPtr<ID3DBlob> vtx_line = mRenderer->CreateVertexShader("Assets/Shaders/LineVertexShader.hlsl");
+	ComPtr<ID3DBlob> pix_line = mRenderer->CreatePixelShader("Assets/Shaders/LinePixelShader.hlsl");
 	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);
 
 	// Create input layout for triangles
@@ -51,15 +51,15 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
 	};
 
 	// Triangles
-	ComPtr<ID3DBlob> vtx_triangle = mRenderer->CreateVertexShader("Shaders/TriangleVertexShader.hlsl");
-	ComPtr<ID3DBlob> pix_triangle  = mRenderer->CreatePixelShader("Shaders/TrianglePixelShader.hlsl");
+	ComPtr<ID3DBlob> vtx_triangle = mRenderer->CreateVertexShader("Assets/Shaders/TriangleVertexShader.hlsl");
+	ComPtr<ID3DBlob> pix_triangle  = mRenderer->CreatePixelShader("Assets/Shaders/TrianglePixelShader.hlsl");
 	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);
 	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);
 	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);
 	
 	// Shadow pass
-	ComPtr<ID3DBlob> vtx_shadow = mRenderer->CreateVertexShader("Shaders/TriangleDepthVertexShader.hlsl");
-	ComPtr<ID3DBlob> pix_shadow = mRenderer->CreatePixelShader("Shaders/TriangleDepthPixelShader.hlsl");
+	ComPtr<ID3DBlob> vtx_shadow = mRenderer->CreateVertexShader("Assets/Shaders/TriangleDepthVertexShader.hlsl");
+	ComPtr<ID3DBlob> pix_shadow = mRenderer->CreatePixelShader("Assets/Shaders/TriangleDepthPixelShader.hlsl");
 	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);
 	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);
 	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);

+ 2 - 2
TestFramework/Renderer/Font.cpp

@@ -203,10 +203,10 @@ Font::Create(const char *inFontName, int inCharHeight)
 	};
 
 	// Load vertex shader
-	ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Shaders/FontVertexShader.hlsl");
+	ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Assets/Shaders/FontVertexShader.hlsl");
 
 	// Load pixel shader
-	ComPtr<ID3DBlob> pix = mRenderer->CreatePixelShader("Shaders/FontPixelShader.hlsl");
+	ComPtr<ID3DBlob> pix = mRenderer->CreatePixelShader("Assets/Shaders/FontPixelShader.hlsl");
 
 	mPipelineState = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaTest, PipelineState::ECullMode::Backface);
 

+ 12 - 12
TestFramework/TestFramework.cmake

@@ -93,28 +93,28 @@ source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES})
 
 # All shaders
 set(TEST_FRAMEWORK_SRC_FILES_SHADERS
-	${PHYSICS_REPO_ROOT}/Shaders/VertexConstants.h
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstants.h
 )
 
 # Vertex shaders
 set(TEST_FRAMEWORK_VERTEX_SHADERS
-	${PHYSICS_REPO_ROOT}/Shaders/FontVertexShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/LineVertexShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/TriangleDepthVertexShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/TriangleVertexShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/UIVertexShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.hlsl
 )
 set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_VERTEX_SHADERS})
 set_source_files_properties(${TEST_FRAMEWORK_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
 
 # Pixel shaders
 set(TEST_FRAMEWORK_PIXEL_SHADERS
-	${PHYSICS_REPO_ROOT}/Shaders/FontPixelShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/LinePixelShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/TriangleDepthPixelShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/TrianglePixelShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/UIPixelShader.hlsl
-	${PHYSICS_REPO_ROOT}/Shaders/UIPixelShaderUntextured.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.hlsl
+	${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.hlsl
 )
 set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_PIXEL_SHADERS})
 set_source_files_properties(${TEST_FRAMEWORK_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")

+ 3 - 3
TestFramework/UI/UIManager.cpp

@@ -36,11 +36,11 @@ UIManager::UIManager(Renderer *inRenderer) :
 	};
 
 	// Load vertex shader
-	ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Shaders/UIVertexShader.hlsl");
+	ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Assets/Shaders/UIVertexShader.hlsl");
 
 	// Load pixel shader
-	ComPtr<ID3DBlob> pix_textured = mRenderer->CreatePixelShader("Shaders/UIPixelShader.hlsl");
-	ComPtr<ID3DBlob> pix_untextured = mRenderer->CreatePixelShader("Shaders/UIPixelShaderUntextured.hlsl");
+	ComPtr<ID3DBlob> pix_textured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShader.hlsl");
+	ComPtr<ID3DBlob> pix_untextured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShaderUntextured.hlsl");
 
 	mTextured = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix_textured.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 	mUntextured = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix_untextured.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);