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shadowShaderClass.h
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shadowShaderClass.h
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#pragma once
class shadowShaderClass {
#pragma once
private:
struct shadowShaderBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
XMMATRIX LVP;
XMMATRIX NDCToWolrdMatrix;
};
struct shadowMatrixBufferType
{
XMMATRIX world;
XMMATRIX MVP;
};
public:
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool shadowRender(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool InitializShadoweShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
bool SetshadowShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
void RendershadowShader(ID3D11DeviceContext*, int);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
private:
ID3D11VertexShader* m_shadowShader_VS = nullptr;
ID3D11PixelShader* m_shadowShader_PS = nullptr;
ID3D11InputLayout* m_layout = nullptr;
ID3D11SamplerState* m_sampleState = nullptr;
ID3D11Buffer* m_matrixBuffer = nullptr;
ID3D11Buffer* m_lightBuffer = nullptr;
};