//------------------------------------------------------------------------------------------------------
//   _____     _______ ____  _     ___  ____  ____    _____ _   _  ____ ___ _   _ _____   ______  ___ _ 
//  / _ \ \   / / ____|  _ \| |   / _ \|  _ \|  _ \  | ____| \ | |/ ___|_ _| \ | | ____| |  _ \ \/ / / |
// | | | \ \ / /|  _| | |_) | |  | | | | |_) | | | | |  _| |  \| | |  _ | ||  \| |  _|   | | | \  /| | |
// | |_| |\ V / | |___|  _ <| |__| |_| |  _ <| |_| | | |___| |\  | |_| || || |\  | |___  | |_| /  \| | |
//  \___/  \_/  |_____|_| \_\_____\___/|_| \_\____/  |_____|_| \_|\____|___|_| \_|_____| |____/_/\_\_|_|
//
// Overlord Engine v1.82
// Copyright Overlord Thomas Goussaert & Overlord Brecht Kets
// http://www.digitalartsandentertainment.com/
//------------------------------------------------------------------------------------------------------
#pragma once
#include "Graphics\Material.h"

class TextureData;

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

	void SetDiffuseTexture(const wstring& assetFile);
	void SetDotTexture(const wstring& assetFile);
	void SetmaskTexture(const wstring& assetFile);
	void SetGravity(float gravity);
	void SetLength(float length);
	void SetUVSize(float size);

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

	TextureData* m_pDiffuseTexture;
	TextureData* m_pDotTexture;
	TextureData* m_pMaskTexture;

	float m_Gravity;
	float m_FurLength;
	float m_FurUV;

	static ID3DX11EffectShaderResourceVariable* m_pDiffuseSRVvariable;
	static ID3DX11EffectShaderResourceVariable* m_pDotSRVvariable;
	static ID3DX11EffectShaderResourceVariable* m_pMaskSRVvariable;
	static ID3DX11EffectScalarVariable* m_pGravitySRVvariable;
	static ID3DX11EffectScalarVariable* m_pFurLengthSRVvariable;
	static ID3DX11EffectScalarVariable* m_pFurUVSRVvariable;

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