Minor - Refactor name - V10.5.0
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68
enginecustom/src/inc/shader/sunlight_shader_class.h
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68
enginecustom/src/inc/shader/sunlight_shader_class.h
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#pragma once
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#include "Logger.h"
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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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class sunlight_shader_class
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{
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private :
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struct matrix_buffer_type
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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 camera_buffer_type
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{
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XMFLOAT3 camera_position;
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float padding;
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};
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struct sun_light_buffer_type
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{
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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 intensity;
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};
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struct sun_light_color_buffer_type
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{
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XMFLOAT4 sun_color;
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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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~sunlight_shader_class();
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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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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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void render_shader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* vertex_shader_;
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ID3D11PixelShader* pixel_shader_;
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ID3D11InputLayout* layout_;
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ID3D11SamplerState* sample_state_;
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ID3D11Buffer* matrix_buffer_;
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ID3D11Buffer* camera_buffer_;
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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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};
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