Minor: Ajout shader de translation au shadermanager
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@ -29,7 +29,6 @@ ApplicationClass::ApplicationClass()
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m_Position = 0;
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m_Frustum = 0;
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m_DisplayPlane = 0;
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m_TranslateShader = 0;
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}
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@ -258,17 +257,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the translate shader object.
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m_TranslateShader = new TranslateShaderClass;
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result = m_TranslateShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the translate shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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@ -417,14 +405,6 @@ void ApplicationClass::Shutdown()
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m_ShaderManager = 0;
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}
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// Release the translate shader object.
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if (m_TranslateShader)
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{
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m_TranslateShader->Shutdown();
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delete m_TranslateShader;
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m_TranslateShader = 0;
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}
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// Release the frustum class object.
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if (m_Frustum)
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{
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@ -798,12 +778,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TranslateShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), textureTranslation);
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if (!result)
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{
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return false;
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}
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// Setup matrices - Bottom left display plane.
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worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f);
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@ -1069,6 +1043,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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return false;
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}
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, -8.0f, 0.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), textureTranslation);
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if (!result)
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{
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return false;
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}
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// Lighting, utilise plusieurs lights donc Multiple Points Lighting
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//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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// diffuseColor, lightPosition);
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@ -29,7 +29,6 @@
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#include "frustumclass.h"
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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#include "translateshaderclass.h"
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/////////////
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@ -94,7 +93,6 @@ private:
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RenderTextureClass* m_RenderTexture;
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DisplayPlaneClass* m_DisplayPlane;
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float m_screenWidth, m_screenHeight;
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TranslateShaderClass* m_TranslateShader;
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};
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#endif
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@ -5,6 +5,8 @@ ShaderManagerClass::ShaderManagerClass()
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m_TextureShader = 0;
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m_LightShader = 0;
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m_NormalMapShader = 0;
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m_MultitextureShader = 0;
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m_TranslateShader = 0;
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}
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@ -58,6 +60,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the translate shader object.
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m_TranslateShader = new TranslateShaderClass;
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result = m_TranslateShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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return true;
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}
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@ -87,6 +98,14 @@ void ShaderManagerClass::Shutdown()
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m_TextureShader = 0;
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}
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// Release the multitexture shader object.
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if (m_TranslateShader)
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{
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m_TranslateShader->Shutdown();
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delete m_TranslateShader;
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m_TranslateShader = 0;
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}
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// Release the multitexture shader object.
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if (m_MultitextureShader)
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{
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@ -96,6 +115,7 @@ void ShaderManagerClass::Shutdown()
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}
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return;
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}
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bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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@ -164,5 +184,20 @@ bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceCon
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return false;
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}
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return true;
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}
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bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, float valeur)
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{
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bool result;
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result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
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if (!result)
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{
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return false;
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}
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return true;
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}
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@ -8,6 +8,7 @@
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#include "lightshaderclass.h"
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#include "normalmapshaderclass.h"
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#include "Multitextureshaderclass.h"
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#include "translateshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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@ -26,12 +27,14 @@ public:
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bool RenderLightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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private:
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TextureShaderClass* m_TextureShader;
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LightShaderClass* m_LightShader;
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NormalMapShaderClass* m_NormalMapShader;
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MultiTextureShaderClass* m_MultitextureShader;
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TranslateShaderClass* m_TranslateShader;
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};
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#endif
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@ -8,7 +8,6 @@ TranslateShaderClass::TranslateShaderClass()
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_translateBuffer = 0;
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}
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@ -55,7 +55,6 @@ private:
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_translateBuffer;
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};
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