Minor - Start Shadow Map - V10.5.0
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@@ -38,6 +38,12 @@ private :
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XMFLOAT4 sun_color;
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};
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struct light_view_matrix_buffer_type
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{
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XMMATRIX light_view;
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XMMATRIX light_projection;
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};
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public :
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sunlight_shader_class();
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sunlight_shader_class(const sunlight_shader_class&);
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@@ -45,14 +51,29 @@ public :
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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, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
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bool render(
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ID3D11DeviceContext* device_context,
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int index_count,
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XMMATRIX world_matrix,
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XMMATRIX view_matrix,
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XMMATRIX projection_matrix,
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ID3D11ShaderResourceView* texture,
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XMFLOAT4 diffuse_color,
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XMFLOAT4 ambient_color,
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XMFLOAT3 sun_direction,
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float sun_intensity,
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ID3D11ShaderResourceView* shadow_map,
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XMMATRIX light_view_matrix,
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XMMATRIX light_projection_matrix
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);
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private:
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bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void shutdown_shader();
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void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
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bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float, ID3D11ShaderResourceView
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* shadowMap, XMMATRIX lightViewMatrix, XMMATRIX lightProjectionMatrix);
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void render_shader(ID3D11DeviceContext*, int);
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private:
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@@ -65,4 +86,7 @@ private:
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ID3D11Buffer* sunlight_buffer_;
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ID3D11Buffer* sunlight_color_buffer_;
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ID3D11Buffer* sunlight_position_buffer_;
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ID3D11Buffer* light_view_matrix_buffer_;
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ID3D11ShaderResourceView* shadow_map_texture_;
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ID3D11SamplerState* shadow_sampler_state_;
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};
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