# Khaotic Engine Reborn: enginecustom/src/inc/shader/light_map_shader_class.h Source File

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light_map_shader_class.h
#ifndef _LIGHTMAPSHADERCLASS_H_
#define _LIGHTMAPSHADERCLASS_H_
// INCLUDES //
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
// Class name: light_map_shader_class
class light_map_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
light_map_shader_class();
light_map_shader_class(const light_map_shader_class&);
~light_map_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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*);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
};
#endif
light_map_shader_class
Definition light_map_shader_class.h:22