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LightShaderClass.h
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LightShaderClass.h
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#pragma once
class LightShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct shadowMatrixBufferType
{
XMMATRIX world;
XMMATRIX MVP;
};
struct EnvironmentBufferType
{
XMFLOAT3 cameraPosition;
XMMATRIX world;
XMMATRIX MVP;
};
struct shadowShaderBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
XMMATRIX LVP;
XMMATRIX NDCToWolrdMatrix;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding;
};
public:
LightShaderClass();
LightShaderClass(const LightShaderClass&);
~LightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader = nullptr;
ID3D11PixelShader* m_pixelShader = nullptr;
ID3D11InputLayout* m_layout = nullptr;
ID3D11SamplerState* m_sampleState = nullptr;
ID3D11Buffer* m_matrixBuffer = nullptr;
ID3D11Buffer* m_lightBuffer = nullptr;
};