Khaotic Engine Reborn
Loading...
Searching...
No Matches
shader_manager_class.h
1#ifndef _SHADERMANAGERCLASS_H_
2#define _SHADERMANAGERCLASS_H_
3
4// Inclure les en-tĂȘtes nĂ©cessaires
5#include <d3d11.h>
6#include <DirectXMath.h>
7#include <vector>
8#include "texture_shader_class.h"
9#include "normal_map_shader_class.h"
10#include "multi_texture_shader_class.h"
11#include "translate_shader_class.h"
12#include "alpha_map_shader_class.h"
13#include "spec_map_shader_class.h"
14#include "transparent_shader_class.h"
15#include "light_shader_class.h"
16#include "light_map_shader_class.h"
17#include "refraction_shader_class.h"
18#include "water_shader_class.h"
19#include "celshade_class.h"
20#include "depth_shader_class.h"
21#include "skybox_shader_class.h"
22#include "sunlight_shader_class.h"
23#include "depth_shader_class.h"
24
25using namespace DirectX;
26
28{
29public:
33
34 bool initialize(ID3D11Device*, HWND);
35 void shutdown();
36
37 bool render_texture_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
38 bool render_normal_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
39 bool render_multitexture_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
40 bool render_translate_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
41 bool render_alpha_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
42 bool render_spec_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
43 bool render_transparent_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
44 bool renderlight_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
45 bool renderlight_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
46 bool render_refraction_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
47 bool render_water_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
48 bool render_cel_shading_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
49 bool render_sunlight_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
50 bool render_skybox_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
51 bool render_depth_shader(
52 ID3D11DeviceContext* context,
53 int indexCount,
54 XMMATRIX worldMatrix,
55 XMMATRIX viewMatrix,
56 XMMATRIX projectionMatrix,
57 ID3D11ShaderResourceView* texture
58 );
59
60private:
61 texture_shader_class* texture_shader_;
62 normal_map_shader_class* normal_map_shader_;
63 multi_texture_shader_class* multitexture_shader_;
64 translate_shader_class* translate_shader_;
65 alpha_map_shader_class* alpha_map_shader_;
66 spec_map_shader_class* spec_map_shader_;
67 transparent_shader_class* transparent_shader_;
68 light_shader_class* light_shader_;
69 light_map_shader_class* light_map_shader_;
70 refraction_shader_class* refraction_shader_;
71 water_shader_class* water_shader_;
72 celshade_class* cel_shading_shader_;
73 sunlight_shader_class* sunlight_shader_;
74 skybox_shader_class* skybox_shader_;
75 depth_shader_class* depth_shader_;
76};
77
78#endif