Merge branch 'Axel-G-Shader-Manager'
This commit is contained in:
commit
8f0ac6d8c0
@ -1,7 +1,3 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: light.vs
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// DEFINES //
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/////////////
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@ -3,12 +3,9 @@
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ApplicationClass::ApplicationClass()
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{
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m_Direct3D = 0;
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m_Camera = 0;
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m_MultiTextureShader = 0;
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m_AlphaMapShader = 0;
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m_Camera = 0;
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m_Model = 0;
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m_LightShader = 0;
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m_LightMapShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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m_Bitmap = 0;
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@ -22,8 +19,7 @@ ApplicationClass::ApplicationClass()
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m_TextString3 = 0;
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m_Fps = 0;
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m_FpsString = 0;
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m_NormalMapShader = 0;
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m_SpecMapShader = 0;
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m_ShaderManager = 0;
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m_RenderCountString = 0;
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m_ModelList = 0;
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m_Position = 0;
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@ -47,7 +43,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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char mouseString1[32], mouseString2[32], mouseString3[32];
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char testString1[32], testString2[32], testString3[32];
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char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], renderString[32];
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char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], textureFilename4[128], textureFilename5[128], textureFilename6[128], renderString[32];
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char bitmapFilename[128];
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char spriteFilename[128];
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char fpsString[32];
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@ -83,26 +79,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->Render();
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m_Camera->GetViewMatrix(m_baseViewMatrix);
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// Create and initialize the specular map shader object.
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m_SpecMapShader = new SpecMapShaderClass;
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result = m_SpecMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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result = m_NormalMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the normal map shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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@ -233,15 +209,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the multitexture shader object.
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m_MultiTextureShader = new MultiTextureShaderClass;
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result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
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return false;
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}
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// Set the file name of the model.
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strcpy_s(modelFilename, "cube.txt");
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@ -249,20 +216,23 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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// Set the file name of the textures.
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strcpy_s(textureFilename1, "stone01.tga");
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strcpy_s(textureFilename2, "normal01.tga");
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strcpy_s(textureFilename3, "alpha01.tga");
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strcpy_s(textureFilename3, "spec02.tga");
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strcpy_s(textureFilename4, "alpha01.tga");
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strcpy_s(textureFilename5, "light01.tga");
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strcpy_s(textureFilename6, "moss01.tga");
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// A FAIRE: Ajouter une nouvelle texture pour le multitexturing
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// Create and initialize the model object.
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m_Model = new ModelClass;
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result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3);
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result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
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textureFilename5, textureFilename6);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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@ -287,38 +257,38 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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// Create and initialize the light objects array.
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m_Lights = new LightClass[m_numLights];
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m_Lights[0].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[0].SetPosition(10.0f, -5.0f, -15.0f);
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m_Lights[0].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Lights[0].SetSpecularPower(16.0f);
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// Manually set the color and position of each light.
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m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
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m_Lights[1].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[1].SetPosition(-3.0f, 1.0f, 3.0f);
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m_Lights[1].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Lights[1].SetSpecularPower(16.0f);
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m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
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m_Lights[2].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[2].SetPosition(3.0f, 1.0f, 3.0f);
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m_Lights[2].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Lights[2].SetSpecularPower(16.0f);
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m_Lights[3].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[3].SetPosition(-3.0f, 1.0f, -3.0f);
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m_Lights[3].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Lights[3].SetSpecularPower(16.0f);
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m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
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// Create and initialize the normal map shader object.
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m_ShaderManager = new ShaderManagerClass;
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m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
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// Create and initialize the light map shader object.
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m_LightMapShader = new LightMapShaderClass;
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result = m_LightMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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result = m_ShaderManager->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the light map shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the alpha map shader object.
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m_AlphaMapShader = new AlphaMapShaderClass;
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result = m_AlphaMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the alpha map shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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@ -394,6 +364,15 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the shader manager object.
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if (m_ShaderManager)
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{
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m_ShaderManager->Shutdown();
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delete m_ShaderManager;
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m_ShaderManager = 0;
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}
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// Release the frustum class object.
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if (m_Frustum)
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{
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@ -511,12 +490,19 @@ void ApplicationClass::Shutdown()
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m_Sprite = 0;
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}
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// Release the light objects.
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if(m_Lights)
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{
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delete [] m_Lights;
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m_Lights = 0;
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}
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// Release the lights objects.
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if (m_Lights)
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{
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delete[] m_Lights;
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m_Lights = 0;
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}
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// Release the light object.
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if (m_Light)
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{
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delete m_Light;
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m_Light = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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@ -526,91 +512,12 @@ void ApplicationClass::Shutdown()
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m_LightShader = 0;
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}
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// Release the specular map shader object.
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if (m_SpecMapShader)
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// Release the model object.
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if (m_Model)
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{
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m_SpecMapShader->Shutdown();
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delete m_SpecMapShader;
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m_SpecMapShader = 0;
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}
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// Release the normal map shader object.
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if (m_NormalMapShader)
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{
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m_NormalMapShader->Shutdown();
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delete m_NormalMapShader;
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m_NormalMapShader = 0;
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}
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// Liberez la memoire pour chaque cube
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for (auto cube : m_cubes)
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{
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cube->Shutdown();
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delete cube;
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}
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m_cubes.clear();
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// Liberez la memoire pour chaque cube du terrain
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for (auto cube : m_terrainChunk)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainChunk.clear();
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for (auto object : m_object)
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{
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object->Shutdown();
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delete object;
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}
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m_object.clear();
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// Release the multitexture shader object.
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if (m_MultiTextureShader)
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{
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m_MultiTextureShader->Shutdown();
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delete m_MultiTextureShader;
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m_MultiTextureShader = 0;
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// Release the bitmap object.
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if (m_Bitmap)
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{
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m_Bitmap->Shutdown();
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delete m_Bitmap;
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m_Bitmap = 0;
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}
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// Release the texture shader object.
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if (m_TextureShader)
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{
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m_TextureShader->Shutdown();
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delete m_TextureShader;
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m_TextureShader = 0;
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}
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// Release the camera object.
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if (m_Camera)
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{
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delete m_Camera;
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m_Camera = 0;
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}
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// Release the D3D object.
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if (m_Direct3D)
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{
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m_Direct3D->Shutdown();
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delete m_Direct3D;
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m_Direct3D = 0;
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}
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return;
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}
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// Release the alpha map shader object.
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if (m_AlphaMapShader)
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{
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m_AlphaMapShader->Shutdown();
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delete m_AlphaMapShader;
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m_AlphaMapShader = 0;
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m_Model->Shutdown();
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delete m_Model;
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m_Model = 0;
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}
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}
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@ -620,15 +527,16 @@ bool ApplicationClass::Frame(InputClass* Input)
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int mouseX, mouseY, currentMouseX, currentMouseY;
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bool result, leftMouseDown, rightMouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
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float rotationY, rotationX, positionX, positionY, positionZ;
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static float textureTranslation = 0.0f;
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float frameTime;
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static int lastMouseX = 0, lastMouseY = 0;
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static float rotation = 360.0f;
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static float x = 6.f;
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static float y = 3.f;
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static float z = 0.f;
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static float x = 0.f;
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static float y = 0.f;
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static float z = -8.f;
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// Update the system stats.
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m_Timer->Frame();
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@ -690,7 +598,7 @@ bool ApplicationClass::Frame(InputClass* Input)
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m_Camera->Render();
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// Render the graphics scene.
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result = Render(rotation, x, y, z);
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result = Render(rotation, x, y, z, textureTranslation);
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if (!result)
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{
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return false;
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@ -710,13 +618,13 @@ bool ApplicationClass::Frame(InputClass* Input)
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rotation += 360.0f;
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}
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// Update the x position variable each frame.
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x -= 0.0174532925f * 0.6f;
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//// Update the x position variable each frame.
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//x -= 0.0174532925f * 0.6f;
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y -= 0.0174532925f * 0.2f;
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//y -= 0.0174532925f * 0.2f;
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// Update the z position variable each frame.
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z -= 0.0174532925f * 0.2f;
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//// Update the z position variable each frame.
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//z -= 0.0174532925f * 0.2f;
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// Render the scene to a render texture.
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result = RenderSceneToTexture(rotation);
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@ -725,6 +633,10 @@ bool ApplicationClass::Frame(InputClass* Input)
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return false;
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}
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// Check if the mouse has been pressed.
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mouseDown = Input->IsMousePressed();
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// Update the mouse strings each frame.
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result = UpdateMouseStrings(mouseX, mouseY, leftMouseDown);
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if (!result)
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@ -735,6 +647,20 @@ bool ApplicationClass::Frame(InputClass* Input)
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// Update the sprite object using the frame time.
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m_Sprite->Update(frameTime);
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// Increment the texture translation.
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textureTranslation += 0.01f;
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if (textureTranslation > 1.0f)
|
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{
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textureTranslation -= 1.0f;
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}
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// Render the graphics scene.
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result = Render(rotation, x, y, z, textureTranslation);
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if (!result)
|
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{
|
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return false;
|
||||
}
|
||||
|
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return true;
|
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}
|
||||
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@ -774,7 +700,7 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
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return true;
|
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}
|
||||
|
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bool ApplicationClass::Render(float rotation, float x, float y, float z)
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bool ApplicationClass::Render(float rotation, float x, float y, float z, float textureTranslation)
|
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{
|
||||
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
|
||||
float positionX, positionY, positionZ, radius;
|
||||
@ -1076,6 +1002,16 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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||||
return false;
|
||||
}
|
||||
|
||||
//// Get the light properties.
|
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//for (i = 0; i < m_numLights; i++)
|
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//{
|
||||
// // Create the diffuse color array from the four light colors.
|
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// diffuseColor[i] = m_Lights[i].GetDiffuseColor();
|
||||
|
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// // Create the light position array from the four light positions.
|
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// lightPosition[i] = m_Lights[i].GetPosition();
|
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//}
|
||||
|
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//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.
|
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@ -1114,6 +1050,100 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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//// Render the model using the multitexture shader.
|
||||
//m_Model->Render(m_Direct3D->GetDeviceContext());
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||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the alpha map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderAlphaMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(5), m_Model->GetTexture(3));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-5.0f, -5.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the texture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the render map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Lights->GetDirection(), m_Lights->GetDiffuseColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(5));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the translate shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), textureTranslation);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the specular map shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderSpecMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Lights->GetDirection(), m_Lights->GetDiffuseColor(),
|
||||
m_Camera->GetPosition(), m_Lights->GetSpecularColor(), m_Lights->GetSpecularPower());
|
||||
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);
|
||||
@ -1130,21 +1160,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
// 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;
|
||||
//}
|
||||
|
||||
// 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;
|
||||
}*/
|
||||
|
||||
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
|
@ -14,26 +14,22 @@
|
||||
#include <filesystem>
|
||||
|
||||
#include "lightmapshaderclass.h"
|
||||
#include "multitextureshaderclass.h"
|
||||
#include "alphamapshaderclass.h"
|
||||
#include "bitmapclass.h"
|
||||
#include "textureshaderclass.h"
|
||||
#include "spriteclass.h"
|
||||
#include "textureshaderclass.h"
|
||||
#include "timerclass.h"
|
||||
#include "fontshaderclass.h"
|
||||
#include "fontclass.h"
|
||||
#include "textclass.h"
|
||||
#include "fpsclass.h"
|
||||
#include "inputclass.h"
|
||||
#include "normalmapshaderclass.h"
|
||||
#include "specmapshaderclass.h"
|
||||
#include "shadermanagerclass.h"
|
||||
#include "modellistclass.h"
|
||||
#include "positionclass.h"
|
||||
#include "frustumclass.h"
|
||||
#include "rendertextureclass.h"
|
||||
#include "displayplaneclass.h"
|
||||
#include "translateshaderclass.h"
|
||||
#include "reflectionshaderclass.h"
|
||||
|
||||
|
||||
|
||||
/////////////
|
||||
@ -79,7 +75,7 @@ public:
|
||||
void DeleteTerrain();
|
||||
|
||||
private:
|
||||
bool Render(float, float, float, float);
|
||||
bool Render(float, float, float, float, float);
|
||||
bool UpdateMouseStrings(int, int, bool);
|
||||
bool UpdateFps();
|
||||
bool UpdateRenderCountString(int);
|
||||
@ -94,6 +90,8 @@ private :
|
||||
D3DClass* m_Direct3D;
|
||||
IDXGISwapChain* m_swapChain;
|
||||
ModelClass* m_Model;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
ShaderManagerClass* m_ShaderManager;
|
||||
ModelListClass* m_ModelList;
|
||||
|
||||
// ------------------------------------- //
|
||||
@ -132,13 +130,7 @@ private :
|
||||
|
||||
LightShaderClass* m_LightShader;
|
||||
LightMapShaderClass* m_LightMapShader;
|
||||
MultiTextureShaderClass* m_MultiTextureShader;
|
||||
AlphaMapShaderClass* m_AlphaMapShader;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
FontShaderClass* m_FontShader;
|
||||
NormalMapShaderClass* m_NormalMapShader;
|
||||
SpecMapShaderClass* m_SpecMapShader;
|
||||
TranslateShaderClass* m_TranslateShader;
|
||||
ReflectionShaderClass* m_ReflectionShader;
|
||||
|
||||
BitmapClass* m_Bitmap;
|
||||
@ -157,6 +149,7 @@ private :
|
||||
TextClass* m_FpsString;
|
||||
int m_previousFps;
|
||||
|
||||
r-Manager
|
||||
};
|
||||
|
||||
#endif
|
@ -48,6 +48,7 @@
|
||||
<ClCompile Include="modellistclass.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="normalmapshaderclass.cpp" />
|
||||
<ClCompile Include="shadermanagerclass.cpp" />
|
||||
<ClCompile Include="positionclass.cpp" />
|
||||
<ClCompile Include="reflectionshaderclass.cpp" />
|
||||
<ClCompile Include="rendertextureclass.cpp" />
|
||||
@ -90,6 +91,7 @@
|
||||
<ClInclude Include="modellistclass.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
<ClInclude Include="normalmapshaderclass.h" />
|
||||
<ClInclude Include="shadermanagerclass.h" />
|
||||
<ClInclude Include="positionclass.h" />
|
||||
<ClInclude Include="reflectionshaderclass.h" />
|
||||
<ClInclude Include="rendertextureclass.h" />
|
||||
@ -129,7 +131,6 @@
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<FileType>Document</FileType>
|
||||
</None>
|
||||
<None Include="Color.vs">
|
||||
@ -137,7 +138,6 @@
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<FileType>Document</FileType>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
@ -150,6 +150,7 @@
|
||||
<Image Include="moss01.tga" />
|
||||
<Image Include="normal01.tga" />
|
||||
<Image Include="papier.tga" />
|
||||
<Image Include="spec02.tga" />
|
||||
<Image Include="stone01.tga" />
|
||||
<Image Include="wall.tga" />
|
||||
</ItemGroup>
|
||||
@ -175,7 +176,6 @@
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{92cf56c4-76bb-40d4-8fe5-36c15f5f127a}</ProjectGuid>
|
||||
<RootNamespace>enginecustom</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
|
@ -398,5 +398,8 @@
|
||||
<Text Include="square.txt">
|
||||
<Filter>assets</Filter>
|
||||
</Text>
|
||||
<ClCompile Include="shadermanagerclass.cpp" />
|
||||
<ClInclude Include="shadermanagerclass.h" />
|
||||
<Image Include="spec02.tga" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,7 +1,3 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: light.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
|
@ -19,7 +19,8 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3)
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3,
|
||||
char* textureFilename4, char* textureFilename5, char* textureFilename6)
|
||||
{
|
||||
bool result;
|
||||
|
||||
@ -40,7 +41,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
// Load the textures for this model.
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3);
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -206,13 +207,14 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
}
|
||||
|
||||
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3, char* filename4, char* filename5,
|
||||
char* filename6)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object array.
|
||||
m_Textures = new TextureClass[3];
|
||||
m_Textures = new TextureClass[6];
|
||||
|
||||
result = m_Textures[0].Initialize(device, deviceContext, filename1);
|
||||
if (!result)
|
||||
@ -232,6 +234,24 @@ bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[3].Initialize(device, deviceContext, filename4);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[4].Initialize(device, deviceContext, filename5);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[5].Initialize(device, deviceContext, filename6);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -244,6 +264,9 @@ void ModelClass::ReleaseTextures()
|
||||
m_Textures[0].Shutdown();
|
||||
m_Textures[1].Shutdown();
|
||||
m_Textures[2].Shutdown();
|
||||
m_Textures[3].Shutdown();
|
||||
m_Textures[4].Shutdown();
|
||||
m_Textures[5].Shutdown();
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
|
@ -80,7 +80,7 @@ public:
|
||||
ModelClass(const ModelClass&);
|
||||
~ModelClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*);
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*, char*, char*, char*);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
@ -91,7 +91,7 @@ private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*, char*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
|
@ -1,4 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Microsoft.Windows.CppWinRT" version="2.0.220531.1" targetFramework="native" />
|
||||
</packages>
|
Binary file not shown.
Before Width: | Height: | Size: 1020 KiB |
229
enginecustom/shadermanagerclass.cpp
Normal file
229
enginecustom/shadermanagerclass.cpp
Normal file
@ -0,0 +1,229 @@
|
||||
#include "shadermanagerclass.h"
|
||||
|
||||
ShaderManagerClass::ShaderManagerClass()
|
||||
{
|
||||
m_TextureShader = 0;
|
||||
m_NormalMapShader = 0;
|
||||
m_MultitextureShader = 0;
|
||||
m_TranslateShader = 0;
|
||||
m_AlphaMapShader = 0;
|
||||
m_SpecMapShader = 0;
|
||||
}
|
||||
|
||||
|
||||
ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
ShaderManagerClass::~ShaderManagerClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
|
||||
// Create and initialize the texture shader object.
|
||||
m_TextureShader = new TextureShaderClass;
|
||||
|
||||
result = m_TextureShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the normal map shader object.
|
||||
m_NormalMapShader = new NormalMapShaderClass;
|
||||
|
||||
result = m_NormalMapShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the multitexture shader object.
|
||||
m_MultitextureShader = new MultiTextureShaderClass;
|
||||
|
||||
result = m_MultitextureShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the translate shader object.
|
||||
m_TranslateShader = new TranslateShaderClass;
|
||||
|
||||
result = m_TranslateShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the alpha map shader object.
|
||||
m_AlphaMapShader = new AlphaMapShaderClass;
|
||||
|
||||
result = m_AlphaMapShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the specular map shader object.
|
||||
m_SpecMapShader = new SpecMapShaderClass;
|
||||
|
||||
result = m_SpecMapShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderManagerClass::Shutdown()
|
||||
{
|
||||
// Release the normal map shader object.
|
||||
if (m_NormalMapShader)
|
||||
{
|
||||
m_NormalMapShader->Shutdown();
|
||||
delete m_NormalMapShader;
|
||||
m_NormalMapShader = 0;
|
||||
}
|
||||
|
||||
// Release the texture shader object.
|
||||
if (m_TextureShader)
|
||||
{
|
||||
m_TextureShader->Shutdown();
|
||||
delete m_TextureShader;
|
||||
m_TextureShader = 0;
|
||||
}
|
||||
|
||||
// Release the multitexture shader object.
|
||||
if (m_MultitextureShader)
|
||||
{
|
||||
m_MultitextureShader->Shutdown();
|
||||
delete m_MultitextureShader;
|
||||
m_MultitextureShader = 0;
|
||||
}
|
||||
|
||||
// Release the multitexture shader object.
|
||||
if (m_TranslateShader)
|
||||
{
|
||||
m_TranslateShader->Shutdown();
|
||||
delete m_TranslateShader;
|
||||
m_TranslateShader = 0;
|
||||
}
|
||||
|
||||
// Release the alpha map shader object.
|
||||
if (m_AlphaMapShader)
|
||||
{
|
||||
m_AlphaMapShader->Shutdown();
|
||||
delete m_AlphaMapShader;
|
||||
m_AlphaMapShader = 0;
|
||||
}
|
||||
|
||||
// Release the specular map shader object.
|
||||
if (m_SpecMapShader)
|
||||
{
|
||||
m_SpecMapShader->Shutdown();
|
||||
delete m_SpecMapShader;
|
||||
m_SpecMapShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_MultitextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, float valeur)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_AlphaMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
|
||||
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
|
||||
diffuseColor, cameraPosition, specularColor, specularPower);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
45
enginecustom/shadermanagerclass.h
Normal file
45
enginecustom/shadermanagerclass.h
Normal file
@ -0,0 +1,45 @@
|
||||
#ifndef _SHADERMANAGERCLASS_H_
|
||||
#define _SHADERMANAGERCLASS_H_
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureshaderclass.h"
|
||||
#include "lightshaderclass.h"
|
||||
#include "normalmapshaderclass.h"
|
||||
#include "Multitextureshaderclass.h"
|
||||
#include "translateshaderclass.h"
|
||||
#include "alphamapshaderclass.h"
|
||||
#include "specmapshaderclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ShaderManagerClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ShaderManagerClass
|
||||
{
|
||||
public:
|
||||
ShaderManagerClass();
|
||||
ShaderManagerClass(const ShaderManagerClass&);
|
||||
~ShaderManagerClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||
bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
|
||||
|
||||
private:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
NormalMapShaderClass* m_NormalMapShader;
|
||||
MultiTextureShaderClass* m_MultitextureShader;
|
||||
TranslateShaderClass* m_TranslateShader;
|
||||
AlphaMapShaderClass* m_AlphaMapShader;
|
||||
SpecMapShaderClass* m_SpecMapShader;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/spec02.tga
Normal file
BIN
enginecustom/spec02.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
@ -8,7 +8,6 @@ TranslateShaderClass::TranslateShaderClass()
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
|
||||
m_translateBuffer = 0;
|
||||
}
|
||||
|
||||
@ -31,14 +30,14 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../Engine/translate.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"translate.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../Engine/translate.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"translate.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
|
@ -55,7 +55,6 @@ private:
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
|
||||
ID3D11Buffer* m_translateBuffer;
|
||||
};
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user