merge 3d diffuse lighting
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@@ -22,44 +22,44 @@ using namespace std;
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class LightShaderClass
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{
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private:
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct LightBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT3 lightDirection;
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float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
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};
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struct LightBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT3 lightDirection;
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float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
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};
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public:
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LightShaderClass();
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LightShaderClass(const LightShaderClass&);
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~LightShaderClass();
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LightShaderClass();
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LightShaderClass(const LightShaderClass&);
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~LightShaderClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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void RenderShader(ID3D11DeviceContext*, int);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11Buffer* m_lightBuffer;
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11Buffer* m_lightBuffer;
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};
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#endif
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