34 bool initialize(ID3D11Device*, HWND);
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,
56 XMMATRIX projectionMatrix,
57 ID3D11ShaderResourceView* texture