Ajout alpha mapping
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BIN
enginecustom/alpha01.tga
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BIN
enginecustom/alpha01.tga
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enginecustom/alphamap.ps
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enginecustom/alphamap.ps
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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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Texture2D shaderTexture3 : register(t2);
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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 AlphaMapPixelShader(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 alphaValue;
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float4 blendColor;
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// Get the pixel color from the first texture.
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color1 = shaderTexture1.Sample(SampleType, input.tex);
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// Get the pixel color from the second texture.
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color2 = shaderTexture2.Sample(SampleType, input.tex);
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// Get the pixel color from the alpha texture.
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alphaValue = shaderTexture3.Sample(SampleType, input.tex);
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// Combine the two textures based on the alpha value.
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blendColor = (alphaValue * color1) + ((1.0 - alphaValue) * color2);
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// Saturate the final color value.
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blendColor = saturate(blendColor);
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return blendColor;
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}
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49
enginecustom/alphamap.vs
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49
enginecustom/alphamap.vs
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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 AlphaMapVertexShader(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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378
enginecustom/alphamapshaderclass.cpp
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enginecustom/alphamapshaderclass.cpp
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#include "alphamapshaderclass.h"
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AlphaMapShaderClass::AlphaMapShaderClass()
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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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AlphaMapShaderClass::AlphaMapShaderClass(const AlphaMapShaderClass& other)
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{
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}
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AlphaMapShaderClass::~AlphaMapShaderClass()
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{
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}
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bool AlphaMapShaderClass::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"alphamap.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"alphamap.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 AlphaMapShaderClass::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 AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
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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, texture3);
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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 AlphaMapShaderClass::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, "AlphaMapVertexShader", "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, "AlphaMapPixelShader", "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 AlphaMapShaderClass::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 AlphaMapShaderClass::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 AlphaMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
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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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deviceContext->PSSetShaderResources(2, 1, &texture3);
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return true;
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}
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void AlphaMapShaderClass::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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54
enginecustom/alphamapshaderclass.h
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54
enginecustom/alphamapshaderclass.h
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#ifndef _ALPHAMAPSHADERCLASS_H_
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#define _ALPHAMAPSHADERCLASS_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: AlphaMapShaderClass
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////////////////////////////////////////////////////////////////////////////////
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class AlphaMapShaderClass
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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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AlphaMapShaderClass();
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AlphaMapShaderClass(const AlphaMapShaderClass&);
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~AlphaMapShaderClass();
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bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
@ -5,6 +5,7 @@ ApplicationClass::ApplicationClass()
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_MultiTextureShader = 0;
|
||||
m_AlphaMapShader = 0;
|
||||
m_Model = 0;
|
||||
m_LightShader = 0;
|
||||
m_LightMapShader = 0;
|
||||
@ -37,8 +38,7 @@ ApplicationClass::~ApplicationClass()
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
char testString1[32], testString2[32], testString3[32];
|
||||
char modelFilename[128];
|
||||
char textureFilename1[128], textureFilename2[128];
|
||||
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128];
|
||||
char bitmapFilename[128];
|
||||
char spriteFilename[128];
|
||||
char fpsString[32];
|
||||
@ -180,12 +180,13 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
// Set the file name of the textures.
|
||||
strcpy_s(textureFilename1, "stone01.tga");
|
||||
strcpy_s(textureFilename2, "light01.tga");
|
||||
strcpy_s(textureFilename2, "dirt01.tga");
|
||||
strcpy_s(textureFilename3, "alpha01.tga");
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
@ -232,6 +233,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the alpha map shader object.
|
||||
m_AlphaMapShader = new AlphaMapShaderClass;
|
||||
|
||||
result = m_AlphaMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the alpha map shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the fps object.
|
||||
m_Fps = new FpsClass();
|
||||
|
||||
@ -403,6 +414,14 @@ void ApplicationClass::Shutdown()
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Release the alpha map shader object.
|
||||
if (m_AlphaMapShader)
|
||||
{
|
||||
m_AlphaMapShader->Shutdown();
|
||||
delete m_AlphaMapShader;
|
||||
m_AlphaMapShader = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -410,8 +429,8 @@ bool ApplicationClass::Frame()
|
||||
{
|
||||
float frameTime;
|
||||
static float rotation = 0.0f;
|
||||
static float x = 2.f;
|
||||
static float y = 0.f;
|
||||
static float x = 6.f;
|
||||
static float y = 3.f;
|
||||
static float z = 0.f;
|
||||
bool result;
|
||||
|
||||
@ -423,19 +442,19 @@ bool ApplicationClass::Frame()
|
||||
}
|
||||
|
||||
// Update the rotation variable each frame.
|
||||
rotation -= 0.0174532925f * 0.1f;
|
||||
rotation -= 0.0174532925f * 0.8f;
|
||||
if (rotation < 0.0f)
|
||||
{
|
||||
rotation += 360.0f;
|
||||
}
|
||||
|
||||
// Update the x position variable each frame.
|
||||
x -= 0.0174532925f * 0.54672f;
|
||||
x -= 0.0174532925f * 0.6f;
|
||||
|
||||
y -= 0.0174532925f * 0.8972f;
|
||||
y -= 0.0174532925f * 0.2f;
|
||||
|
||||
// Update the z position variable each frame.
|
||||
z -= 0.0174532925f * 0.8972f;
|
||||
z -= 0.0174532925f * 0.2f;
|
||||
|
||||
|
||||
// Render the graphics scene.
|
||||
@ -561,13 +580,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
lightPosition[i] = m_Lights[i].GetPosition();
|
||||
}
|
||||
|
||||
///////////////////
|
||||
// DISCLAIMER //
|
||||
///////////////////
|
||||
|
||||
// Les shaders suivants ne s'appliquent a l'objet uniquement s'il sont les derniers appliques
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
|
||||
scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
|
||||
|
||||
@ -578,47 +591,34 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
// 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(0),
|
||||
diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// 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),
|
||||
// diffuseColor, lightPosition);
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
|
||||
// Lightmapping, utiliser light01.tga en deuxieme texture
|
||||
//result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
// m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// MultiTexturing
|
||||
//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;
|
||||
//}
|
||||
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.75f, 0.2f, 0.5f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x + 1, y - 1, z + 2); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// 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));
|
||||
// Alphamapping
|
||||
result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "lightclass.h"
|
||||
#include "lightmapshaderclass.h"
|
||||
#include "multitextureshaderclass.h"
|
||||
#include "alphamapshaderclass.h"
|
||||
#include "bitmapclass.h"
|
||||
#include "textureshaderclass.h"
|
||||
#include "spriteclass.h"
|
||||
@ -54,6 +55,7 @@ private:
|
||||
LightClass* m_Light;
|
||||
LightMapShaderClass* m_LightMapShader;
|
||||
MultiTextureShaderClass* m_MultiTextureShader;
|
||||
AlphaMapShaderClass* m_AlphaMapShader;
|
||||
ModelClass* m_Model;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
BitmapClass* m_Bitmap;
|
||||
|
BIN
enginecustom/dirt01.tga
Normal file
BIN
enginecustom/dirt01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
@ -20,6 +20,7 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="alphamapshaderclass.cpp" />
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
@ -43,6 +44,7 @@
|
||||
<ClCompile Include="Timerclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="alphamapshaderclass.h" />
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
@ -65,6 +67,8 @@
|
||||
<ClInclude Include="Timerclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="alphamap.ps" />
|
||||
<None Include="alphamap.vs" />
|
||||
<None Include="font.ps" />
|
||||
<None Include="font.vs" />
|
||||
<None Include="light.ps" />
|
||||
@ -96,6 +100,8 @@
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="alpha01.tga" />
|
||||
<Image Include="dirt01.tga" />
|
||||
<Image Include="font01.tga" />
|
||||
<Image Include="light01.tga" />
|
||||
<Image Include="moss01.tga" />
|
||||
|
@ -90,6 +90,9 @@
|
||||
<ClCompile Include="lightmapshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="alphamapshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="applicationclass.h">
|
||||
@ -152,6 +155,9 @@
|
||||
<ClInclude Include="lightmapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="alphamapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="font01.tga">
|
||||
@ -172,6 +178,12 @@
|
||||
<Image Include="light01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="dirt01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="alpha01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
@ -208,7 +220,15 @@
|
||||
<None Include="lightmap.vs">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="lightmap.ps" />
|
||||
<None Include="lightmap.ps">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="alphamap.vs">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="alphamap.ps">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="font01.txt">
|
||||
|
@ -19,7 +19,8 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2)
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2,
|
||||
char* textureFilename3)
|
||||
{
|
||||
bool result;
|
||||
|
||||
@ -37,7 +38,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
// Load the textures for this model.
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2);
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -200,13 +201,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
return;
|
||||
}
|
||||
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2)
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object array.
|
||||
m_Textures = new TextureClass[2];
|
||||
m_Textures = new TextureClass[3];
|
||||
|
||||
result = m_Textures[0].Initialize(device, deviceContext, filename1);
|
||||
if (!result)
|
||||
@ -220,6 +221,13 @@ bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[2].Initialize(device, deviceContext, filename3);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -230,6 +238,7 @@ void ModelClass::ReleaseTextures()
|
||||
{
|
||||
m_Textures[0].Shutdown();
|
||||
m_Textures[1].Shutdown();
|
||||
m_Textures[2].Shutdown();
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
|
@ -64,7 +64,7 @@ public:
|
||||
ModelClass(const ModelClass&);
|
||||
~ModelClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
@ -75,7 +75,7 @@ private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
|
Loading…
x
Reference in New Issue
Block a user