Multiple Point Lights
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@@ -4,6 +4,11 @@
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#ifndef _LIGHTSHADERCLASS_H_
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#define _LIGHTSHADERCLASS_H_
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/////////////
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// GLOBALS //
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/////////////
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const int NUM_LIGHTS = 4;
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//////////////
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// INCLUDES //
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@@ -28,6 +33,16 @@ private:
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct LightColorBufferType
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{
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XMFLOAT4 diffuseColor[NUM_LIGHTS];
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};
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struct LightPositionBufferType
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{
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XMFLOAT4 lightPosition[NUM_LIGHTS];
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};
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struct LightBufferType
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{
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@@ -43,14 +58,15 @@ public:
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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 Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], 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 SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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@@ -60,6 +76,9 @@ private:
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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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ID3D11Buffer* m_lightColorBuffer;
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ID3D11Buffer* m_lightPositionBuffer;
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};
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#endif
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