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textureshaderclass.h
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////////////////////////////////////////////////////////////////////////////////
// Filename: textureshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _TEXTURESHADERCLASS_H_
#define _TEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
#include "TexturePixelShader.h"
#include "TextureVertexShader.h"
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TextureShaderClass
////////////////////////////////////////////////////////////////////////////////
class TextureShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
TextureShaderClass();
TextureShaderClass(const TextureShaderClass&);
~TextureShaderClass();
bool Initialize(ID3D11Device*, HWND, bool);
void Shutdown();
bool Render(
ID3D11DeviceContext*, // D3D11 device context
int, // Index count
XMMATRIX, // World Matrix
XMMATRIX, // View Matrix
XMMATRIX, // Projection Matrix
ID3D11ShaderResourceView*, // Texture
bool // Linear interpolation filtering
);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*, bool);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(
ID3D11DeviceContext*, // D3D11 device context
XMMATRIX, // World Matrix
XMMATRIX, // View Matrix
XMMATRIX, // Projection Matrix
ID3D11ShaderResourceView* // Texture
);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif