//////////////////////////////////////////////////////////////////////////////// // Filename: multitextureshaderclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _MULTITEXTURESHADERCLASS_H_ #define _MULTITEXTURESHADERCLASS_H_ ////////////// // INCLUDES // ////////////// #include "Logger.h" #include #include #include #include using namespace DirectX; using namespace std; //////////////////////////////////////////////////////////////////////////////// // Class name: MultiTextureShaderClass //////////////////////////////////////////////////////////////////////////////// class MultiTextureShaderClass { private: struct MatrixBufferType { XMMATRIX world; XMMATRIX view; XMMATRIX projection; }; public: MultiTextureShaderClass(); MultiTextureShaderClass(const MultiTextureShaderClass&); ~MultiTextureShaderClass(); bool Initialize(ID3D11Device*, HWND); void Shutdown(); bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*); private: bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*); void ShutdownShader(); void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*); void RenderShader(ID3D11DeviceContext*, int); private: ID3D11VertexShader* m_vertexShader; ID3D11PixelShader* m_pixelShader; ID3D11InputLayout* m_layout; ID3D11Buffer* m_matrixBuffer; ID3D11SamplerState* m_sampleState; }; #endif