60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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// Filename: multitextureshaderclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _MULTITEXTURESHADERCLASS_H_
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#define _MULTITEXTURESHADERCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: multi_texture_shader_class
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////////////////////////////////////////////////////////////////////////////////
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class multi_texture_shader_class
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{
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private:
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struct matrix_buffer_type
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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public:
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multi_texture_shader_class();
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multi_texture_shader_class(const multi_texture_shader_class&);
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~multi_texture_shader_class();
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bool initialize(ID3D11Device*, HWND);
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void shutdown();
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bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void shutdown_shader();
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void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
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bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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void render_shader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* vertex_shader_;
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ID3D11PixelShader* pixel_shader_;
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ID3D11InputLayout* layout_;
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ID3D11Buffer* matrix_buffer_;
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ID3D11SamplerState* sample_state_;
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};
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#endif
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