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colorshaderclass.h
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#pragma once
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
#include "light.h"
using namespace DirectX;
using namespace std;
class ColorShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
ColorShaderClass();
ColorShaderClass(const ColorShaderClass&);
~ColorShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, Light* light);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, Light* light);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_lightBuffer;
};