#pragma once #include "Logger.h" #include #include #include #include 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 ambientColor; XMFLOAT4 diffuseColor; XMFLOAT3 lightDirection; float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements. float specularPower; XMFLOAT4 specularColor; }; struct SunLightColorBufferType { XMFLOAT4 sunColor; }; struct SunLightPositionBufferType { XMFLOAT4 sunPosition; }; public : SunlightShaderClass(); SunlightShaderClass(const SunlightShaderClass&); ~SunlightShaderClass(); bool Initialize(ID3D11Device*, HWND); void Shutdown(); bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4); private: bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*); void ShutdownShader(); void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4); 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; };