#pragma once

#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;

class SunlightShaderClass
{

private :
	struct MatrixBufferType
	{
		XMMATRIX world;
		XMMATRIX view;
		XMMATRIX projection;
	};

	struct CameraBufferType
	{
		XMFLOAT3 cameraPosition;
		float padding;
	};

	struct SunLightBufferType
	{
		XMFLOAT4 diffuseColor;
		XMFLOAT4 ambientColor;
		XMFLOAT3 sunDirection;
		float padding; // Ajoutez un padding pour aligner la structure sur 16 octets
	};

	struct SunLightColorBufferType
	{
		XMFLOAT4 sunColor;
	};

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

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

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

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

private:
	ID3D11VertexShader* m_vertexShader;
	ID3D11PixelShader* m_pixelShader;
	ID3D11InputLayout* m_layout;
	ID3D11SamplerState* m_sampleState;
	ID3D11Buffer* m_matrixBuffer;
	ID3D11Buffer* m_cameraBuffer;
	ID3D11Buffer* m_sunlightBuffer;
	ID3D11Buffer* m_sunlightColorBuffer;
	ID3D11Buffer* m_sunlightPositionBuffer;
};