#ifndef _REFRACTIONSHADERCLASS_H_
#define _REFRACTIONSHADERCLASS_H_


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


////////////////////////////////////////////////////////////////////////////////
// Class name: RefractionShaderClass
////////////////////////////////////////////////////////////////////////////////
class RefractionShaderClass
{
private:
    struct MatrixBufferType
    {
        XMMATRIX world;
        XMMATRIX view;
        XMMATRIX projection;
    };

    struct LightBufferType
    {
        XMFLOAT4 ambientColor;
        XMFLOAT4 diffuseColor;
        XMFLOAT4 lightPosition;
        XMFLOAT3 lightDirection;
        float padding;
    };

    struct ClipPlaneBufferType
    {
        XMFLOAT4 clipPlane;
    };

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

    bool Initialize(ID3D11Device*, HWND);
    void Shutdown();
    bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
        XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);

private:
    bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
    void ShutdownShader();
    void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);

    bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
        XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
    void RenderShader(ID3D11DeviceContext*, int);

private:
    ID3D11VertexShader* m_vertexShader;
    ID3D11PixelShader* m_pixelShader;
    ID3D11InputLayout* m_layout;
    ID3D11SamplerState* m_sampleState;
    ID3D11Buffer* m_matrixBuffer;
    ID3D11Buffer* m_lightBuffer;
    ID3D11Buffer* m_clipPlaneBuffer;
};

#endif