Khaotic Engine Reborn
Loading...
Searching...
No Matches
transparent_shader_class.h
1#ifndef _TRANSPARENTSHADERCLASS_H_
2#define _TRANSPARENTSHADERCLASS_H_
3
4
6// INCLUDES //
8#include "Logger.h"
9#include <d3d11.h>
10#include <d3dcompiler.h>
11#include <directxmath.h>
12#include <fstream>
13using namespace DirectX;
14using namespace std;
15
16
18// Class name: transparent_shader_class
21{
22private:
23 struct matrix_buffer_type
24 {
25 XMMATRIX world;
26 XMMATRIX view;
27 XMMATRIX projection;
28 };
29
30 struct transparent_buffer_type
31 {
32 float blend_amount;
33 XMFLOAT3 padding;
34 };
35
36public:
40
41 bool initialize(ID3D11Device*, HWND);
42 void shutdown();
43 bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
44
45private:
46 bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
47 void shutdown_shader();
48 void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
49
50 bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
51 void render_shader(ID3D11DeviceContext*, int);
52
53private:
54 ID3D11VertexShader* vertex_shader_;
55 ID3D11PixelShader* pixel_shader_;
56 ID3D11InputLayout* layout_;
57 ID3D11Buffer* matrix_buffer_;
58 ID3D11SamplerState* sample_state_;
59 ID3D11Buffer* transparent_buffer_;
60
61};
62
63#endif