Minor: Ajout shader de translation au shadermanager

This commit is contained in:
GolfOcean334 2024-04-08 00:27:38 +02:00
parent d61a5b7f5f
commit 48e7b18d7c
6 changed files with 53 additions and 30 deletions

View File

@ -29,7 +29,6 @@ ApplicationClass::ApplicationClass()
m_Position = 0; m_Position = 0;
m_Frustum = 0; m_Frustum = 0;
m_DisplayPlane = 0; m_DisplayPlane = 0;
m_TranslateShader = 0;
} }
@ -258,17 +257,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false; return false;
} }
// Create and initialize the translate shader object.
m_TranslateShader = new TranslateShaderClass;
result = m_TranslateShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the translate shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the light shader object. // Create and initialize the light shader object.
m_LightShader = new LightShaderClass; m_LightShader = new LightShaderClass;
@ -417,14 +405,6 @@ void ApplicationClass::Shutdown()
m_ShaderManager = 0; m_ShaderManager = 0;
} }
// Release the translate shader object.
if (m_TranslateShader)
{
m_TranslateShader->Shutdown();
delete m_TranslateShader;
m_TranslateShader = 0;
}
// Release the frustum class object. // Release the frustum class object.
if (m_Frustum) if (m_Frustum)
{ {
@ -798,12 +778,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the display plane using the texture shader and the render texture resource. // Render the display plane using the texture shader and the render texture resource.
m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
result = m_TranslateShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), textureTranslation);
if (!result)
{
return false;
}
// Setup matrices - Bottom left display plane. // Setup matrices - Bottom left display plane.
worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f); worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f);
@ -1069,6 +1043,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false; return false;
} }
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -8.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the Translation shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), textureTranslation);
if (!result)
{
return false;
}
// Lighting, utilise plusieurs lights donc Multiple Points Lighting // Lighting, utilise plusieurs lights donc Multiple Points Lighting
//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), //result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
// diffuseColor, lightPosition); // diffuseColor, lightPosition);

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@ -29,7 +29,6 @@
#include "frustumclass.h" #include "frustumclass.h"
#include "rendertextureclass.h" #include "rendertextureclass.h"
#include "displayplaneclass.h" #include "displayplaneclass.h"
#include "translateshaderclass.h"
///////////// /////////////
@ -94,7 +93,6 @@ private:
RenderTextureClass* m_RenderTexture; RenderTextureClass* m_RenderTexture;
DisplayPlaneClass* m_DisplayPlane; DisplayPlaneClass* m_DisplayPlane;
float m_screenWidth, m_screenHeight; float m_screenWidth, m_screenHeight;
TranslateShaderClass* m_TranslateShader;
}; };
#endif #endif

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@ -5,6 +5,8 @@ ShaderManagerClass::ShaderManagerClass()
m_TextureShader = 0; m_TextureShader = 0;
m_LightShader = 0; m_LightShader = 0;
m_NormalMapShader = 0; m_NormalMapShader = 0;
m_MultitextureShader = 0;
m_TranslateShader = 0;
} }
@ -58,6 +60,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false; return false;
} }
// Create and initialize the translate shader object.
m_TranslateShader = new TranslateShaderClass;
result = m_TranslateShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
return true; return true;
} }
@ -87,6 +98,14 @@ void ShaderManagerClass::Shutdown()
m_TextureShader = 0; m_TextureShader = 0;
} }
// Release the multitexture shader object.
if (m_TranslateShader)
{
m_TranslateShader->Shutdown();
delete m_TranslateShader;
m_TranslateShader = 0;
}
// Release the multitexture shader object. // Release the multitexture shader object.
if (m_MultitextureShader) if (m_MultitextureShader)
{ {
@ -96,6 +115,7 @@ void ShaderManagerClass::Shutdown()
} }
return; return;
} }
bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
@ -164,5 +184,20 @@ bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceCon
return false; return false;
} }
return true;
}
bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, float valeur)
{
bool result;
result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
if (!result)
{
return false;
}
return true; return true;
} }

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@ -8,6 +8,7 @@
#include "lightshaderclass.h" #include "lightshaderclass.h"
#include "normalmapshaderclass.h" #include "normalmapshaderclass.h"
#include "Multitextureshaderclass.h" #include "Multitextureshaderclass.h"
#include "translateshaderclass.h"
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -26,12 +27,14 @@ public:
bool RenderLightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4); bool RenderLightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4); bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*); bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private: private:
TextureShaderClass* m_TextureShader; TextureShaderClass* m_TextureShader;
LightShaderClass* m_LightShader; LightShaderClass* m_LightShader;
NormalMapShaderClass* m_NormalMapShader; NormalMapShaderClass* m_NormalMapShader;
MultiTextureShaderClass* m_MultitextureShader; MultiTextureShaderClass* m_MultitextureShader;
TranslateShaderClass* m_TranslateShader;
}; };
#endif #endif

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@ -8,7 +8,6 @@ TranslateShaderClass::TranslateShaderClass()
m_layout = 0; m_layout = 0;
m_matrixBuffer = 0; m_matrixBuffer = 0;
m_sampleState = 0; m_sampleState = 0;
m_translateBuffer = 0; m_translateBuffer = 0;
} }

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@ -55,7 +55,6 @@ private:
ID3D11InputLayout* m_layout; ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer; ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState; ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_translateBuffer; ID3D11Buffer* m_translateBuffer;
}; };