52 lines
2.5 KiB
C++
52 lines
2.5 KiB
C++
#ifndef _SHADERMANAGERCLASS_H_
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#define _SHADERMANAGERCLASS_H_
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "textureshaderclass.h"
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#include "normalmapshaderclass.h"
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#include "Multitextureshaderclass.h"
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#include "translateshaderclass.h"
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#include "alphamapshaderclass.h"
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#include "specmapshaderclass.h"
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#include "transparentshaderclass.h"
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#include "lightshaderclass.h"
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#include "lightmapshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ShaderManagerClass
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////////////////////////////////////////////////////////////////////////////////
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class ShaderManagerClass
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{
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public:
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ShaderManagerClass();
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ShaderManagerClass(const ShaderManagerClass&);
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~ShaderManagerClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
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bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
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bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
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bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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TextureShaderClass* m_TextureShader;
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NormalMapShaderClass* m_NormalMapShader;
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MultiTextureShaderClass* m_MultitextureShader;
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TranslateShaderClass* m_TranslateShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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TransparentShaderClass* m_TransparentShader;
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LightShaderClass* m_LightShader;
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LightMapShaderClass* m_LightMapShader;
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};
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#endif |