diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index a821e6a..24b81c7 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -26,7 +26,6 @@ ApplicationClass::ApplicationClass() m_Frustum = 0; m_DisplayPlane = 0; m_ReflectionShader = 0; - /*m_TransparentShader = 0;*/ } @@ -141,8 +140,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) return false; } - - // Create and initialize the render to texture object. m_RenderTexture = new RenderTextureClass; @@ -213,7 +210,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) return false; } - // Set the file name of the model. strcpy_s(modelFilename, "cube.txt"); @@ -224,7 +220,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) strcpy_s(textureFilename4, "alpha01.tga"); strcpy_s(textureFilename5, "light01.tga"); strcpy_s(textureFilename6, "moss01.tga"); - // A FAIRE: Ajouter une nouvelle texture pour le multitexturing // Create and initialize the model object. m_Model = new ModelClass; @@ -237,18 +232,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) 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; - //} - // Create and initialize the light shader object. m_LightShader = new LightShaderClass; @@ -263,7 +246,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Light = new LightClass; m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); - m_Light->SetDirection(0.0f, 0.0f, 1.0f); + m_Light->SetDirection(0.0f, 0.0f, -1.0f); m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetSpecularPower(16.0f); @@ -274,24 +257,24 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Lights = new LightClass[m_numLights]; m_Lights[0].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White - m_Lights[0].SetPosition(10.0f, -5.0f, -15.0f); + m_Lights[0].SetDirection(0.0f, 0.0f, -1.0f); m_Lights[0].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); m_Lights[0].SetSpecularPower(16.0f); // Manually set the color and position of each light. m_Lights[1].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red - m_Lights[1].SetPosition(-3.0f, 1.0f, 3.0f); - m_Lights[1].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[1].SetDirection(0.0f, 0.0f, -1.0f); + m_Lights[1].SetSpecularColor(1.0f, 0.0f, 0.0f, 1.0f); m_Lights[1].SetSpecularPower(16.0f); m_Lights[2].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green - m_Lights[2].SetPosition(3.0f, 1.0f, 3.0f); - m_Lights[2].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[2].SetDirection(0.0f, 0.0f, -1.0f); + m_Lights[2].SetSpecularColor(0.0f, 1.0f, 0.0f, 1.0f); m_Lights[2].SetSpecularPower(16.0f); m_Lights[3].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue - m_Lights[3].SetPosition(-3.0f, 1.0f, -3.0f); - m_Lights[3].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[3].SetDirection(0.0f, 0.0f, 1.0f); + m_Lights[3].SetSpecularColor(0.0f, 0.0f, 1.0f, 1.0f); m_Lights[3].SetSpecularPower(16.0f); @@ -380,16 +363,6 @@ 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 shader manager object. if (m_ShaderManager) { @@ -1171,10 +1144,10 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t // Setup matrices. rotateMatrix = XMMatrixRotationY(rotation); - translateMatrix = XMMatrixTranslation(-9.0f, -5.0f, -20.0f); + translateMatrix = XMMatrixTranslation(-10.0f, -5.0f, -20.0f); worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); - // Render the model using the specular map shader. + // Render the model using the transparent 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); @@ -1183,30 +1156,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t 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(); diff --git a/enginecustom/imgui.ini b/enginecustom/imgui.ini index 21e4b2c..2612168 100644 --- a/enginecustom/imgui.ini +++ b/enginecustom/imgui.ini @@ -3,14 +3,17 @@ Pos=60,60 Size=400,400 [Window][Khaotic Engine] -Pos=819,137 +Pos=824,13 Size=694,210 +Collapsed=1 [Window][Objects] -Pos=222,19 +Pos=35,13 Size=492,353 +Collapsed=1 [Window][Terrain] -Pos=892,19 +Pos=1123,109 Size=418,94 +Collapsed=1 diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h index 352c6c2..542093d 100644 --- a/enginecustom/shadermanagerclass.h +++ b/enginecustom/shadermanagerclass.h @@ -5,7 +5,6 @@ // MY CLASS INCLUDES // /////////////////////// #include "textureshaderclass.h" -#include "lightshaderclass.h" #include "normalmapshaderclass.h" #include "Multitextureshaderclass.h" #include "translateshaderclass.h"