Ambient lightning + Multitexture (Les shaders ne se superposent pas)
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35876a05a5
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45
enginecustom/Multitexture.ps
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45
enginecustom/Multitexture.ps
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitexture.ps
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture1 : register(t0);
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Texture2D shaderTexture2 : register(t1);
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SamplerState SampleType : register(s0);
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 MultiTexturePixelShader(PixelInputType input) : SV_TARGET
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{
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float4 color1;
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float4 color2;
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float4 blendColor;
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// Sample the pixel color from the textures using the sampler at this texture coordinate location.
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color1 = shaderTexture1.Sample(SampleType, input.tex);
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color2 = shaderTexture2.Sample(SampleType, input.tex);
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// Combine the two textures together.
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blendColor = color1 * color2 * 2.0;
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// Saturate the final color.
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blendColor = saturate(blendColor);
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return blendColor;
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}
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54
enginecustom/Multitexture.vs
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54
enginecustom/Multitexture.vs
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitexture.vs
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType MultiTextureVertexShader(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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return output;
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}
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373
enginecustom/Multitextureshaderclass.cpp
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enginecustom/Multitextureshaderclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitextureshaderclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "multitextureshaderclass.h"
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MultiTextureShaderClass::MultiTextureShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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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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}
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MultiTextureShaderClass::MultiTextureShaderClass(const MultiTextureShaderClass& other)
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{
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}
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MultiTextureShaderClass::~MultiTextureShaderClass()
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{
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}
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bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"multitexture.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"multitexture.ps");
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if (error != 0)
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{
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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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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void MultiTextureShaderClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
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if (!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "MultiTextureVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "MultiTexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Create the vertex shader from the buffer.
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the pixel shader from the buffer.
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the vertex input layout description.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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polygonLayout[2].SemanticName = "NORMAL";
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polygonLayout[2].SemanticIndex = 0;
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polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[2].InputSlot = 0;
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polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[2].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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return false;
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}
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// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
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vertexShaderBuffer->Release();
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vertexShaderBuffer = 0;
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pixelShaderBuffer->Release();
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pixelShaderBuffer = 0;
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// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Create a texture sampler state description.
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// Create the texture sampler state.
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if (FAILED(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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void MultiTextureShaderClass::ShutdownShader()
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{
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// Release the sampler state.
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if (m_sampleState)
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{
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m_sampleState->Release();
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m_sampleState = 0;
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}
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// Release the matrix constant buffer.
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if (m_matrixBuffer)
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{
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m_matrixBuffer->Release();
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m_matrixBuffer = 0;
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}
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// Release the layout.
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if (m_layout)
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{
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m_layout->Release();
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m_layout = 0;
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}
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// Release the pixel shader.
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if (m_pixelShader)
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{
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m_pixelShader->Release();
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m_pixelShader = 0;
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}
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// Release the vertex shader.
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if (m_vertexShader)
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{
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m_vertexShader->Release();
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m_vertexShader = 0;
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}
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return;
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}
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void MultiTextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
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{
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char* compileErrors;
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unsigned long long bufferSize, i;
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ofstream fout;
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// Get a pointer to the error message text buffer.
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compileErrors = (char*)(errorMessage->GetBufferPointer());
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// Get the length of the message.
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bufferSize = errorMessage->GetBufferSize();
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// Open a file to write the error message to.
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fout.open("shader-error.txt");
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// Write out the error message.
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for (i = 0; i < bufferSize; i++)
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{
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fout << compileErrors[i];
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}
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// Close the file.
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fout.close();
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// Release the error message.
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errorMessage->Release();
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errorMessage = 0;
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// Pop a message up on the screen to notify the user to check the text file for compile errors.
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MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
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return;
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}
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bool MultiTextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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MatrixBufferType* dataPtr;
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unsigned int bufferNumber;
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// Transpose the matrices to prepare them for the shader.
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worldMatrix = XMMatrixTranspose(worldMatrix);
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viewMatrix = XMMatrixTranspose(viewMatrix);
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projectionMatrix = XMMatrixTranspose(projectionMatrix);
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// Lock the constant buffer so it can be written to.
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr = (MatrixBufferType*)mappedResource.pData;
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// Copy the matrices into the constant buffer.
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dataPtr->world = worldMatrix;
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dataPtr->view = viewMatrix;
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dataPtr->projection = projectionMatrix;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_matrixBuffer, 0);
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// Set the position of the constant buffer in the vertex shader.
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bufferNumber = 0;
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// Finally set the constant buffer in the vertex shader with the updated values.
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deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
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// Set shader texture resources in the pixel shader.
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deviceContext->PSSetShaderResources(0, 1, &texture1);
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deviceContext->PSSetShaderResources(1, 1, &texture2);
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return true;
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}
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void MultiTextureShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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// Set the vertex input layout.
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deviceContext->IASetInputLayout(m_layout);
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// Set the vertex and pixel shaders that will be used to render this triangle.
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deviceContext->VSSetShader(m_vertexShader, NULL, 0);
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deviceContext->PSSetShader(m_pixelShader, NULL, 0);
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// Set the sampler state in the pixel shader.
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deviceContext->PSSetSamplers(0, 1, &m_sampleState);
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// Render the triangle.
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deviceContext->DrawIndexed(indexCount, 0, 0);
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return;
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}
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57
enginecustom/Multitextureshaderclass.h
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57
enginecustom/Multitextureshaderclass.h
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitextureshaderclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _MULTITEXTURESHADERCLASS_H_
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#define _MULTITEXTURESHADERCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: MultiTextureShaderClass
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////////////////////////////////////////////////////////////////////////////////
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class MultiTextureShaderClass
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{
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private:
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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public:
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MultiTextureShaderClass();
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MultiTextureShaderClass(const MultiTextureShaderClass&);
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~MultiTextureShaderClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
@ -3,7 +3,8 @@
|
||||
ApplicationClass::ApplicationClass()
|
||||
{
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_Camera = 0;
|
||||
m_MultiTextureShader = 0;
|
||||
m_Model = 0;
|
||||
m_LightShader = 0;
|
||||
m_Light = 0;
|
||||
@ -22,8 +23,7 @@ ApplicationClass::~ApplicationClass()
|
||||
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
char modelFilename[128];
|
||||
char textureFilename[128];
|
||||
char modelFilename[128], textureFilename1[128], textureFilename2[128];
|
||||
bool result;
|
||||
|
||||
|
||||
@ -53,22 +53,34 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
|
||||
m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
|
||||
|
||||
// Create and initialize the multitexture shader object.
|
||||
m_MultiTextureShader = new MultiTextureShaderClass;
|
||||
|
||||
result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "cube.txt");
|
||||
|
||||
// Set the name of the texture file that we will be loading.
|
||||
strcpy_s(textureFilename, "stone01.tga");
|
||||
// Set the file name of the textures.
|
||||
strcpy_s(textureFilename1, "stone01.tga");
|
||||
strcpy_s(textureFilename2, "moss01.tga");
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Create and initialize the light shader object.
|
||||
m_LightShader = new LightShaderClass;
|
||||
|
||||
@ -81,8 +93,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
// Create and initialize the light object.
|
||||
m_Light = new LightClass;
|
||||
|
||||
m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
|
||||
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
|
||||
m_Light->SetDirection(1.0f, 0.0f, 0.0f);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -113,6 +126,14 @@ void ApplicationClass::Shutdown()
|
||||
m_Model = 0;
|
||||
}
|
||||
|
||||
// Release the multitexture shader object.
|
||||
if (m_MultiTextureShader)
|
||||
{
|
||||
m_MultiTextureShader->Shutdown();
|
||||
delete m_MultiTextureShader;
|
||||
m_MultiTextureShader = 0;
|
||||
}
|
||||
|
||||
// Release the camera object.
|
||||
if (m_Camera)
|
||||
{
|
||||
@ -161,7 +182,6 @@ bool ApplicationClass::Render(float rotation)
|
||||
XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
|
||||
bool result;
|
||||
|
||||
|
||||
// Clear the buffers to begin the scene.
|
||||
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
@ -175,18 +195,28 @@ bool ApplicationClass::Render(float rotation)
|
||||
// Rotate the world matrix by the rotation value so that the triangle will spin.
|
||||
worldMatrix = XMMatrixRotationY(rotation);
|
||||
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the light shader.
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
|
||||
m_Light->GetDirection(), m_Light->GetDiffuseColor());
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Present the rendered scene to the screen.
|
||||
m_Direct3D->EndScene();
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -10,6 +10,8 @@
|
||||
#include "modelclass.h"
|
||||
#include "lightshaderclass.h"
|
||||
#include "lightclass.h"
|
||||
#include "multitextureshaderclass.h"
|
||||
#include "modelclass.h"
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -40,9 +42,10 @@ private:
|
||||
private:
|
||||
D3DClass* m_Direct3D;
|
||||
CameraClass* m_Camera;
|
||||
ModelClass* m_Model;
|
||||
LightShaderClass* m_LightShader;
|
||||
LightClass* m_Light;
|
||||
MultiTextureShaderClass* m_MultiTextureShader;
|
||||
ModelClass* m_Model;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -29,24 +29,28 @@
|
||||
<ClCompile Include="lightshaderclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h" />
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
<ClInclude Include="inputclass.h" />
|
||||
<ClInclude Include="lightclass.h" />
|
||||
<ClInclude Include="lightshaderclass.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
<ClInclude Include="textureclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="light.ps" />
|
||||
<None Include="light.vs" />
|
||||
<None Include="Multitexture.ps" />
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@ -68,6 +72,8 @@
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="moss01.tga" />
|
||||
<Image Include="papier.tga" />
|
||||
<Image Include="stone01.tga" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -57,6 +57,9 @@
|
||||
<ClCompile Include="lightclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Multitextureshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="systemclass.h">
|
||||
@ -83,10 +86,13 @@
|
||||
<ClInclude Include="textureclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h">
|
||||
<ClInclude Include="lightshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightshaderclass.h">
|
||||
<ClInclude Include="Multitextureshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
@ -104,11 +110,19 @@
|
||||
<None Include="light.ps">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="Multitexture.ps" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="stone01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="papier.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="moss01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="cube.txt">
|
||||
|
@ -11,6 +11,7 @@ SamplerState SampleType : register(s0);
|
||||
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 ambientColor;
|
||||
float4 diffuseColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
@ -42,17 +43,23 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// Set the default output color to the ambient light value for all pixels.
|
||||
color = ambientColor;
|
||||
|
||||
// Invert the light direction for calculations.
|
||||
lightDir = -lightDirection;
|
||||
|
||||
// Calculate the amount of light on this pixel.
|
||||
lightIntensity = saturate(dot(input.normal, lightDir));
|
||||
|
||||
// Change the diffuse color to red (0, 1, 0)
|
||||
float3 greenDiffuseColor = float3(1, 0, 0);
|
||||
if(lightIntensity > 0.0f)
|
||||
{
|
||||
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
|
||||
color += (diffuseColor * lightIntensity);
|
||||
}
|
||||
|
||||
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
|
||||
color = saturate(diffuseColor * lightIntensity);
|
||||
// Saturate the final light color.
|
||||
color = saturate(color);
|
||||
|
||||
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
|
||||
color = color * textureColor;
|
||||
|
@ -8,9 +8,9 @@
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
@ -21,14 +21,14 @@ struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
|
||||
@ -40,18 +40,18 @@ PixelInputType LightVertexShader(VertexInputType input)
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
// Calculate the normal vector against the world matrix only.
|
||||
// Calculate the normal vector against the world matrix only.
|
||||
output.normal = mul(input.normal, (float3x3)worldMatrix);
|
||||
|
||||
// Normalize the normal vector.
|
||||
|
@ -18,6 +18,13 @@ LightClass::~LightClass()
|
||||
{
|
||||
}
|
||||
|
||||
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
@ -32,6 +39,11 @@ void LightClass::SetDirection(float x, float y, float z)
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
{
|
||||
return m_ambientColor;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT4 LightClass::GetDiffuseColor()
|
||||
{
|
||||
|
@ -22,13 +22,16 @@ public:
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
|
||||
void SetAmbientColor(float, float, float, float);
|
||||
void SetDiffuseColor(float, float, float, float);
|
||||
void SetDirection(float, float, float);
|
||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
XMFLOAT4 m_diffuseColor;
|
||||
XMFLOAT3 m_direction;
|
||||
};
|
||||
|
@ -34,14 +34,14 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
@ -68,13 +68,13 @@ void LightShaderClass::Shutdown()
|
||||
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
@ -340,8 +340,8 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
@ -393,6 +393,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr2->ambientColor = ambientColor;
|
||||
dataPtr2->diffuseColor = diffuseColor;
|
||||
dataPtr2->lightDirection = lightDirection;
|
||||
dataPtr2->padding = 0.0f;
|
||||
|
@ -31,6 +31,7 @@ private:
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
@ -43,14 +44,14 @@ public:
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
|
@ -5,7 +5,7 @@ ModelClass::ModelClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_Texture = 0;
|
||||
m_Textures = 0;
|
||||
m_model = 0;
|
||||
}
|
||||
|
||||
@ -19,7 +19,7 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename)
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
@ -36,8 +36,8 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Load the texture for this model.
|
||||
result = LoadTexture(device, deviceContext, textureFilename);
|
||||
// Load the textures for this model.
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -49,8 +49,8 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
|
||||
void ModelClass::Shutdown()
|
||||
{
|
||||
// Release the model texture.
|
||||
ReleaseTexture();
|
||||
// Release the model textures.
|
||||
ReleaseTextures();
|
||||
|
||||
// Shutdown the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
@ -76,9 +76,9 @@ int ModelClass::GetIndexCount()
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture()
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
return m_Textures[index].GetTexture();
|
||||
}
|
||||
|
||||
|
||||
@ -225,15 +225,21 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
return;
|
||||
}
|
||||
|
||||
bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object.
|
||||
m_Texture = new TextureClass;
|
||||
// Create and initialize the texture object array.
|
||||
m_Textures = new TextureClass[2];
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
result = m_Textures[0].Initialize(device, deviceContext, filename1);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[1].Initialize(device, deviceContext, filename2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -242,14 +248,16 @@ bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelClass::ReleaseTexture()
|
||||
void ModelClass::ReleaseTextures()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
// Release the texture object array.
|
||||
if (m_Textures)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
m_Textures[0].Shutdown();
|
||||
m_Textures[1].Shutdown();
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -44,20 +44,19 @@ public:
|
||||
ModelClass(const ModelClass&);
|
||||
~ModelClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
ID3D11ShaderResourceView* GetTexture(int);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
void ReleaseModel();
|
||||
@ -65,8 +64,7 @@ private:
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount;
|
||||
TextureClass* m_Texture;
|
||||
|
||||
TextureClass* m_Textures;
|
||||
ModelType* m_model;
|
||||
};
|
||||
|
||||
|
BIN
enginecustom/moss01.tga
Normal file
BIN
enginecustom/moss01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.0 MiB |
BIN
enginecustom/papier.tga
Normal file
BIN
enginecustom/papier.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1020 KiB |
Loading…
x
Reference in New Issue
Block a user