#pragma once #include #include using namespace DirectX; class Light { public: struct LightBuffer { XMFLOAT3 LightVector; FLOAT LightIntensity; XMFLOAT4 DiffuseColor; XMFLOAT4 SpecularColor; XMFLOAT3 CameraPosition; FLOAT Phong; }; UINT init(ID3D11Device* pD3DDevice, LightBuffer& lightData); void update(FLOAT dt); void render(ID3D11DeviceContext* pD3DDeviceContext); void deInit(); private: ID3D11Buffer* _pLightBuffer = nullptr; };