Added the start of the particle system using the Luna book as reference. Unfortunately the book uses FX files and techniques instead of modern HLSL so I have not gotten to that point yet.
Merge branch 'master' into ParticleSystem
Created basic geometry shader.
Set up loading of geometry shader and stream out in preparation for the particle system.
Added new static class for input layouts.
Updated to use input layouts static members.
Added struct for a Particle.
Updated a little using new struct and InputLayouts static members.
Rearranged header includes to make more sense.
Created vertex shader for the particle system and fixed the creation of the input layout for that shader.
Renamed GeometryShader to ParticleGeometryShader.
Updated inputs and outputs of the ParticleVertexShader and the ParticleGeometryShader.
Remove stream set up. Start setting up so meshes and materials will be ready for geometry shader use.
Continued working on the particle system. A particle system now has its own mesh and material, as well as specialized vertex and geometry shaders.
Fixed some of the errors
Modified input assembler setup to a batch method for performance.
Fixed issue with the incorrect input typology being specified for the particle geometry shader.
Fixed warnings.
Got billboarded quads working for the particle system using the geometry shader!

Gameobjects draw incorrectly however.
Updated constant buffer definition in vertex shader. This fixes the incorrect drawing of game objects.
Slightly changed how constant buffer data was set.
Moved particle system constant buffer usage to the geometry shader where it is needed.
Merge branch 'ParticleSystem'