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

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sunlight_shader_class.h
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class sunlight_shader_class
{
private :
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct camera_buffer_type
{
XMFLOAT3 camera_position;
float padding;
};
struct sun_light_buffer_type
{
XMFLOAT4 diffuse_color;
XMFLOAT4 ambient_color;
XMFLOAT3 sun_direction;
float intensity;
};
struct sun_light_color_buffer_type
{
XMFLOAT4 sun_color;
};
public :
sunlight_shader_class();
sunlight_shader_class(const sunlight_shader_class&);
~sunlight_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,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*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* matrix_buffer_;
ID3D11Buffer* camera_buffer_;
ID3D11Buffer* sunlight_buffer_;
ID3D11Buffer* sunlight_color_buffer_;
ID3D11Buffer* sunlight_position_buffer_;
};
sunlight_shader_class
Definition sunlight_shader_class.h:12