add D3D11 project
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#pragma once
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#include <d3d11.h>
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#include <DirectXMath.h>
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using namespace DirectX;
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class Light
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{
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public:
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struct LightBuffer
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{
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XMFLOAT3 LightVector;
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FLOAT LightIntensity;
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XMFLOAT4 DiffuseColor;
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XMFLOAT4 SpecularColor;
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XMFLOAT3 CameraPosition;
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FLOAT Phong;
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};
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UINT init(ID3D11Device* pD3DDevice, LightBuffer& lightData);
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void update(FLOAT dt);
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void render(ID3D11DeviceContext* pD3DDeviceContext);
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void deInit();
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private:
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ID3D11Buffer* _pLightBuffer = nullptr;
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};
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