Closed Nathcat closed 2 years ago
Shaders are contained in the materials that are attached to the MeshRenderer
of an object, so we should create the MATERIAL
class first.
The Material class should have its parameters defined by the Shader program that is linked to it. This will be done by using the DXGI_FORMAT
attribute of the D3D11_INPUT_ELEMENT_DESC
structs that are contained in the Shader class.
The game engine should offer the ability to write custom shaders, which means that the user will have to be able to create their own input layouts. Although the processing of the shaders should be the same.