////////////////////////////////////////////////////////////////////////////////
// Filename: shadermanagerclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _SHADERMANAGERCLASS_H_
#define _SHADERMANAGERCLASS_H_


///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "colorshaderclass.h"
#include "textureshaderclass.h"
#include "lightshaderclass.h"
#include "fontshaderclass.h"
#include "skydomeshaderclass.h"
#include "terrainshaderclass.h"


////////////////////////////////////////////////////////////////////////////////
// Class name: ShaderManagerClass
////////////////////////////////////////////////////////////////////////////////
class ShaderManagerClass
{
public:
	ShaderManagerClass();
	ShaderManagerClass(const ShaderManagerClass&);
	~ShaderManagerClass();

	bool Initialize(ID3D11Device*, HWND);
	void Shutdown();

	bool RenderColorShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
	bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
	bool RenderLightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
	bool RenderFontShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
	bool RenderSkyDomeShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMFLOAT4, XMFLOAT4);
	bool RenderTerrainShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, 
							 XMFLOAT3, XMFLOAT4);

private:
	ColorShaderClass* m_ColorShader;
	TextureShaderClass* m_TextureShader;
	LightShaderClass* m_LightShader;
	FontShaderClass* m_FontShader;
	SkyDomeShaderClass* m_SkyDomeShader;
	TerrainShaderClass* m_TerrainShader;
};

#endif