#ifndef _REFRACTIONSHADERCLASS_H_ #define _REFRACTIONSHADERCLASS_H_ ////////////// // INCLUDES // ////////////// #include #include #include #include using namespace DirectX; using namespace std; //////////////////////////////////////////////////////////////////////////////// // Class name: RefractionShaderClass //////////////////////////////////////////////////////////////////////////////// class RefractionShaderClass { private: struct MatrixBufferType { XMMATRIX world; XMMATRIX view; XMMATRIX projection; }; struct LightBufferType { XMFLOAT4 ambientColor; XMFLOAT4 diffuseColor; XMFLOAT3 lightDirection; float padding; }; struct ClipPlaneBufferType { XMFLOAT4 clipPlane; }; public: RefractionShaderClass(); RefractionShaderClass(const RefractionShaderClass&); ~RefractionShaderClass(); bool Initialize(ID3D11Device*, HWND); void Shutdown(); bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT4); private: bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*); void ShutdownShader(); void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, 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_lightBuffer; ID3D11Buffer* m_clipPlaneBuffer; }; #endif