#pragma once #include # class CustomDX11API : public Framework::DirectX11 { private: int vertexShaderLightBufferIndex; protected: ID3D11RasterizerState* noCull; Framework::DX11VertexShader* initializeVertexShader( unsigned char* byteCode, int size) override; Framework::DX11PixelShader* initializePixelShader( unsigned char* byteCode, int size) override; public: CustomDX11API(); void setVertexLightBuffer(Framework::DXBuffer* zBuffer); int getVertexShaderLightBufferIndex() const; void setCullBack(bool cull); };