Major update - Architecture Rework

This commit is contained in:
2025-01-27 22:46:27 +01:00
parent 425224a96c
commit 0d5e26266b
131 changed files with 426 additions and 1348 deletions

View File

@@ -0,0 +1,68 @@
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class SunlightShaderClass
{
private :
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct SunLightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 ambientColor;
XMFLOAT3 sunDirection;
float intensity;
};
struct SunLightColorBufferType
{
XMFLOAT4 sunColor;
};
public :
SunlightShaderClass();
SunlightShaderClass(const SunlightShaderClass&);
~SunlightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_sunlightBuffer;
ID3D11Buffer* m_sunlightColorBuffer;
ID3D11Buffer* m_sunlightPositionBuffer;
};