////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_


//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;


////////////////////////////////////////////////////////////////////////////////
// Class name: LightShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightShaderClass
{
private:
	struct MatrixBufferType
	{
		XMMATRIX world;
		XMMATRIX view;
		XMMATRIX projection;
	};

	struct ViewBufferType
	{
		XMMATRIX view;
	};

	struct LightBufferType
	{
		XMFLOAT3 lightDirection;
		float padding;
	};

public:
	LightShaderClass();
	LightShaderClass(const LightShaderClass&);
	~LightShaderClass();

	bool Initialize(ID3D11Device*, HWND);
	void Shutdown();
	bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMFLOAT3, XMFLOAT4, XMFLOAT3, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX, ID3D11ShaderResourceView*);

private:
	bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
	void ShutdownShader();
	void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);

	bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, XMFLOAT3, XMFLOAT4, XMFLOAT3, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX, ID3D11ShaderResourceView*);
	void RenderShader(ID3D11DeviceContext*, int);

private:
	ID3D11VertexShader* m_vertexShader;
	ID3D11PixelShader* m_pixelShader;
	ID3D11InputLayout* m_layout;
	ID3D11Buffer* m_matrixBuffer;
	ID3D11Buffer* m_viewBuffer;
	ID3D11Buffer* m_lightBuffer;
	ID3D11SamplerState* m_sampleState;
};

#endif