khaotic-engine-Reborn/enginecustom/src/inc/shader/spec_map_shader_class.h

72 lines
1.9 KiB
C++

#ifndef _SPECMAPSHADERCLASS_H_
#define _SPECMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: spec_map_shader_class
////////////////////////////////////////////////////////////////////////////////
class spec_map_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct light_buffer_type
{
XMFLOAT4 diffuse_color;
XMFLOAT4 specular_color;
float specular_power;
XMFLOAT3 light_direction;
};
struct camera_buffer_type
{
XMFLOAT3 camera_position;
float padding;
};
public:
spec_map_shader_class();
spec_map_shader_class(const spec_map_shader_class&);
~spec_map_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
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*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* light_buffer_;
ID3D11Buffer* camera_buffer_;
};
#endif