//------------------------------------------------------------------------------------------------------
//   _____     _______ ____  _     ___  ____  ____    _____ _   _  ____ ___ _   _ _____   ______  ___ _ 
//  / _ \ \   / / ____|  _ \| |   / _ \|  _ \|  _ \  | ____| \ | |/ ___|_ _| \ | | ____| |  _ \ \/ / / |
// | | | \ \ / /|  _| | |_) | |  | | | | |_) | | | | |  _| |  \| | |  _ | ||  \| |  _|   | | | \  /| | |
// | |_| |\ V / | |___|  _ <| |__| |_| |  _ <| |_| | | |___| |\  | |_| || || |\  | |___  | |_| /  \| | |
//  \___/  \_/  |_____|_| \_\_____\___/|_| \_\____/  |_____|_| \_|\____|___|_| \_|_____| |____/_/\_\_|_|
//
// Overlord Engine v1.113
// Copyright Overlord Thomas Goussaert & Overlord Brecht Kets
// http://www.digitalartsandentertainment.com/
//------------------------------------------------------------------------------------------------------
#pragma once
#include "Graphics\Material.h"

class TextureData;

class SkinnedDiffuseMaterial : public Material
{
public:
	SkinnedDiffuseMaterial();
	~SkinnedDiffuseMaterial();

	void SetDiffuseTexture(const wstring& assetFile);

protected:
	virtual void LoadEffectVariables();
	virtual void UpdateEffectVariables(const GameContext& gameContext, ModelComponent* pModelComponent);

private:

	TextureData* m_pDiffuseTexture;
	static ID3DX11EffectShaderResourceVariable* m_pDiffuseSRVvariable;
	static ID3DX11EffectMatrixVariable* m_pBoneTransformsVariable;

private:
	// -------------------------
	// Disabling default copy constructor and default 
	// assignment operator.
	// -------------------------
	SkinnedDiffuseMaterial(const SkinnedDiffuseMaterial &obj);
	SkinnedDiffuseMaterial& operator=(const SkinnedDiffuseMaterial& obj);
};

