////////////////////////////////////////////////////////////////////////////////
// Filename: applicationclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_


/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 100.0f;
const float SCREEN_NEAR = 1.0f;
const int SHADOWMAP_WIDTH = 1024;
const int SHADOWMAP_HEIGHT = 1024;


///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "inputclass.h"
#include "cameraclass.h"
#include "modelclass.h"
#include "lightclass.h"
#include "rendertextureclass.h"
#include "depthshaderclass.h"
#include "shadowshaderclass.h"


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

	bool Initialize(int, int, HWND);
	void Shutdown();
	bool Frame(InputClass*);

private:
	bool RenderDepthToTexture();
	bool RenderDepthToTexture2();
    bool Render();

private:
	D3DClass* m_Direct3D;
	CameraClass* m_Camera;
	ModelClass *m_CubeModel, *m_SphereModel, *m_GroundModel;
	LightClass* m_Light;
	LightClass* m_Light2;
	RenderTextureClass* m_RenderTexture;
	RenderTextureClass* m_RenderTexture2;
	DepthShaderClass* m_DepthShader;
	ShadowShaderClass* m_ShadowShader;
	float m_shadowMapBias;
};

#endif