Major update - Architecture Rework
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70
enginecustom/src/inc/shader/watershaderclass.h
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70
enginecustom/src/inc/shader/watershaderclass.h
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#ifndef _WATERSHADERCLASS_H_
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#define _WATERSHADERCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: WaterShaderClass
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////////////////////////////////////////////////////////////////////////////////
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class WaterShaderClass
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{
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private:
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct ReflectionBufferType
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{
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XMMATRIX reflection;
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};
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struct WaterBufferType
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{
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float waterTranslation;
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float reflectRefractScale;
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XMFLOAT2 padding;
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};
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public:
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WaterShaderClass();
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WaterShaderClass(const WaterShaderClass&);
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~WaterShaderClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
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ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
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ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_reflectionBuffer;
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ID3D11Buffer* m_waterBuffer;
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};
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#endif
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