92 lines
2.4 KiB
C++

////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
#pragma once
/////////////
// GLOBALS //
/////////////
constexpr int num_lights = 4;
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: light_shader_class
////////////////////////////////////////////////////////////////////////////////
class light_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct camera_buffer_type
{
XMFLOAT3 cameraPosition;
float padding;
};
struct light_buffer_type
{
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 light_color_buffer_type
{
XMFLOAT4 diffuseColor[num_lights];
};
struct light_position_buffer_type
{
XMFLOAT4 lightPosition[num_lights];
};
public:
light_shader_class();
light_shader_class(const light_shader_class&);
~light_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
private:
bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void shutdown_shader();
void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* matrix_buffer_;
ID3D11Buffer* camera_buffer_;
ID3D11Buffer* light_buffer_;
ID3D11Buffer* light_color_buffer_;
ID3D11Buffer* light_position_buffer_;
};
#endif