64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
#pragma once
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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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class CelshadeClass
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{
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private :
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struct MatrixBufferType
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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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struct CameraBufferType
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{
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XMFLOAT3 cameraPosition;
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float padding;
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};
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struct SunLightBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT4 ambientColor;
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XMFLOAT3 sunDirection;
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float intensity;
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};
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public :
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CelshadeClass();
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CelshadeClass(const CelshadeClass&);
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~CelshadeClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext* deviceContex, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection,float intensity);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11Buffer* m_cameraBuffer;
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ID3D11Buffer* m_sunlightBuffer;
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ID3D11Buffer* m_sunlightColorBuffer;
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ID3D11Buffer* m_sunlightPositionBuffer;
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}; |