Major update - Architecture Rework
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63
enginecustom/src/inc/shader/shadermanagerclass.h
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63
enginecustom/src/inc/shader/shadermanagerclass.h
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#ifndef _SHADERMANAGERCLASS_H_
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#define _SHADERMANAGERCLASS_H_
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// Inclure les en-t<>tes n<>cessaires
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#include <d3d11.h>
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#include <DirectXMath.h>
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#include <vector>
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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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#include "refractionshaderclass.h"
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#include "watershaderclass.h"
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#include "celshadingshader.h"
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#include "sunlightshaderclass.h"
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using namespace DirectX;
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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*, 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[], XMFLOAT4[]);
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bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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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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RefractionShaderClass* m_RefractionShader;
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WaterShaderClass* m_WaterShader;
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CelShadingShader* m_CelShadingShader;
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SunlightShaderClass* m_SunlightShader;
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};
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#endif
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