#ifndef _TRANSPARENTSHADERCLASS_H_
#define _TRANSPARENTSHADERCLASS_H_


//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;


////////////////////////////////////////////////////////////////////////////////
// Class name: transparent_shader_class
////////////////////////////////////////////////////////////////////////////////
class transparent_shader_class
{
private:
    struct matrix_buffer_type
    {
        XMMATRIX world;
        XMMATRIX view;
        XMMATRIX projection;
    };

    struct transparent_buffer_type
    {
        float blend_amount;
        XMFLOAT3 padding;
    };

public:
    transparent_shader_class();
    transparent_shader_class(const transparent_shader_class&);
    ~transparent_shader_class();

    bool initialize(ID3D11Device*, HWND);
    void shutdown();
    bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);

private:
    bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
    void shutdown_shader();
    void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);

    bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
    void render_shader(ID3D11DeviceContext*, int);

private:
    ID3D11VertexShader* vertex_shader_;
    ID3D11PixelShader* pixel_shader_;
    ID3D11InputLayout* layout_;
    ID3D11Buffer* matrix_buffer_;
    ID3D11SamplerState* sample_state_;
    ID3D11Buffer* transparent_buffer_;

};

#endif
