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

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water_shader_class.h
#ifndef _WATERSHADERCLASS_H_
#define _WATERSHADERCLASS_H_
// INCLUDES //
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
// Class name: water_shader_class
class water_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct reflection_buffer_type
{
XMMATRIX reflection;
};
struct water_buffer_type
{
float water_translation;
float reflect_refract_scale;
XMFLOAT2 padding;
};
public:
water_shader_class();
water_shader_class(const water_shader_class&);
~water_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, 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, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* reflection_buffer_;
ID3D11Buffer* water_buffer_;
};
#endif
water_shader_class
Definition water_shader_class.h:20