Minor: Ajout du shader de transparence dans le shader manager
This commit is contained in:
parent
1b4762940c
commit
499ece1b69
@ -5,8 +5,6 @@ ApplicationClass::ApplicationClass()
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_Model = 0;
|
||||
m_Model1 = 0;
|
||||
m_Model2 = 0;
|
||||
m_LightShader = 0;
|
||||
m_Light = 0;
|
||||
m_TextureShader = 0;
|
||||
@ -28,7 +26,7 @@ ApplicationClass::ApplicationClass()
|
||||
m_Frustum = 0;
|
||||
m_DisplayPlane = 0;
|
||||
m_ReflectionShader = 0;
|
||||
m_TransparentShader = 0;
|
||||
/*m_TransparentShader = 0;*/
|
||||
}
|
||||
|
||||
|
||||
@ -239,36 +237,17 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the first model object that will use the dirt texture.
|
||||
m_Model1 = new ModelClass;
|
||||
|
||||
|
||||
result = m_Model1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
|
||||
textureFilename5, textureFilename6);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
//// Create and initialize the transparent shader object.
|
||||
//m_TransparentShader = new TransparentShaderClass;
|
||||
|
||||
// Create and initialize the second model object that will use the stone texture.
|
||||
m_Model2 = new ModelClass;
|
||||
|
||||
result = m_Model2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
|
||||
textureFilename5, textureFilename6);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the transparent shader object.
|
||||
m_TransparentShader = new TransparentShaderClass;
|
||||
|
||||
result = m_TransparentShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the transparent shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
//result = m_TransparentShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
//if (!result)
|
||||
//{
|
||||
// MessageBox(hwnd, L"Could not initialize the transparent shader object.", L"Error", MB_OK);
|
||||
// return false;
|
||||
//}
|
||||
|
||||
// Create and initialize the light shader object.
|
||||
m_LightShader = new LightShaderClass;
|
||||
@ -401,29 +380,15 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
void ApplicationClass::Shutdown()
|
||||
{
|
||||
// Release the transparent shader object.
|
||||
if (m_TransparentShader)
|
||||
{
|
||||
m_TransparentShader->Shutdown();
|
||||
delete m_TransparentShader;
|
||||
m_TransparentShader = 0;
|
||||
}
|
||||
//// Release the transparent shader object.
|
||||
//if (m_TransparentShader)
|
||||
//{
|
||||
// m_TransparentShader->Shutdown();
|
||||
// delete m_TransparentShader;
|
||||
// m_TransparentShader = 0;
|
||||
//}
|
||||
|
||||
// Release the model object.
|
||||
if (m_Model2)
|
||||
{
|
||||
m_Model2->Shutdown();
|
||||
delete m_Model2;
|
||||
m_Model2 = 0;
|
||||
}
|
||||
|
||||
// Release the model object.
|
||||
if (m_Model1)
|
||||
{
|
||||
m_Model1->Shutdown();
|
||||
delete m_Model1;
|
||||
m_Model1 = 0;
|
||||
}
|
||||
|
||||
|
||||
// Release the shader manager object.
|
||||
if (m_ShaderManager)
|
||||
@ -765,46 +730,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
bool result, renderModel;
|
||||
float blendAmount;
|
||||
|
||||
// Set the blending amount to 50%.
|
||||
blendAmount = 0.5f;
|
||||
// Set the blending amount to 10%.
|
||||
blendAmount = 0.1f;
|
||||
|
||||
// Clear the buffers to begin the scene.
|
||||
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Generate the view matrix based on the camera's position.
|
||||
m_Camera->Render();
|
||||
|
||||
// Get the world, view, and projection matrices from the camera and d3d objects.
|
||||
m_Direct3D->GetWorldMatrix(worldMatrix);
|
||||
m_Camera->GetViewMatrix(viewMatrix);
|
||||
m_Direct3D->GetProjectionMatrix(projectionMatrix);
|
||||
|
||||
// Render the first model that is using the dirt texture using the regular texture shader.
|
||||
m_Model1->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model1->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model1->GetTexture(0));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Translate to the right by one unit and towards the camera by one unit.
|
||||
worldMatrix = XMMatrixTranslation(1.0f, 0.0f, -1.0f);
|
||||
|
||||
// Turn on alpha blending for the transparency to work.
|
||||
m_Direct3D->EnableAlphaBlending();
|
||||
|
||||
// Render the second square model with the stone texture and use the 50% blending amount for transparency.
|
||||
m_Model2->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_TransparentShader->Render(m_Direct3D->GetDeviceContext(), m_Model2->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model2->GetTexture(5), blendAmount);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Turn off alpha blending.
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
|
||||
// Get the world, view, and projection matrices from the camera and d3d objects.
|
||||
m_Direct3D->GetWorldMatrix(worldMatrix);
|
||||
@ -1234,6 +1168,47 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-9.0f, -5.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the specular map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTransparentShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), blendAmount);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//// Render the first model that is using the dirt texture using the regular texture shader.
|
||||
//m_Model1->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
//result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model1->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model1->GetTexture(0));
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
//// Translate to the right by one unit and towards the camera by one unit.
|
||||
//worldMatrix = XMMatrixTranslation(1.0f, 0.0f, -1.0f);
|
||||
|
||||
//// Turn on alpha blending for the transparency to work.
|
||||
//m_Direct3D->EnableAlphaBlending();
|
||||
|
||||
//// Render the second square model with the stone texture and use the 50% blending amount for transparency.
|
||||
//m_Model2->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
//result = m_TransparentShader->Render(m_Direct3D->GetDeviceContext(), m_Model2->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model2->GetTexture(5), blendAmount);
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
// Turn off alpha blending.
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
|
||||
// Lighting, utilise plusieurs lights donc Multiple Points Lighting
|
||||
|
@ -92,9 +92,8 @@ private :
|
||||
D3DClass* m_Direct3D;
|
||||
IDXGISwapChain* m_swapChain;
|
||||
ModelClass* m_Model;
|
||||
ModelClass* m_Model1, * m_Model2;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
TransparentShaderClass* m_TransparentShader;
|
||||
/*TransparentShaderClass* m_TransparentShader;*/
|
||||
ShaderManagerClass* m_ShaderManager;
|
||||
ModelListClass* m_ModelList;
|
||||
|
||||
|
@ -243,5 +243,20 @@ bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext,
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, float blendAmount)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -33,7 +33,7 @@ public:
|
||||
bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
|
||||
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||
|
||||
private:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
@ -45,4 +45,4 @@ private:
|
||||
TransparentShaderClass* m_TransparentShader;
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user