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- #pragma once
- #include <D3D11.h>
- #include <d3dx11async.h>
- #include <fstream>
- #include <iostream>
- #include "TexturesTable.h"
- #include "Structures.h"
- using namespace std;
- class ShaderClass
- {
- public:
- ShaderClass();
- ~ShaderClass();
- bool Initialize(ID3D11Device*, string, string);
- void Shutdown();
- bool Render(ID3D11DeviceContext*, TexturesTable*, size_t, D3DXMATRIX&, D3DXMATRIX&, D3DXMATRIX&, Material*);
- private:
- bool InitializeShader(ID3D11Device*, string, string);
- void ShutdownShader();
- void OutputShaderErrorMessage(ID3D10Blob*, string);
- bool SetShaderParameters(ID3D11DeviceContext*, D3DXMATRIX&, D3DXMATRIX&, D3DXMATRIX&, Material*);
- void RenderShader(ID3D11DeviceContext*, size_t);
- private:
- ID3D11VertexShader* m_vertexShader;
- ID3D11PixelShader* m_pixelShader;
- ID3D11InputLayout* m_inputLayout;
- ID3D11Buffer* m_matrixBuffer;
- ID3D11Buffer* m_materialBuffer;
- ID3D11SamplerState* m_samplerState;
- };
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