Minor: Ajout de l'alpha mapping au shader manager

This commit is contained in:
GolfOcean334 2024-04-08 00:42:39 +02:00
parent 48e7b18d7c
commit 9aea925c3d
4 changed files with 60 additions and 44 deletions

View File

@ -3,8 +3,7 @@
ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_AlphaMapShader = 0;
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_LightMapShader = 0;
@ -314,16 +313,6 @@ 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 font shader object.
m_FontShader = new FontShaderClass;
@ -566,14 +555,6 @@ void ApplicationClass::Shutdown()
delete m_Model;
m_Model = 0;
}
// Release the alpha map shader object.
if (m_AlphaMapShader)
{
m_AlphaMapShader->Shutdown();
delete m_AlphaMapShader;
m_AlphaMapShader = 0;
}
}
@ -983,6 +964,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
//// Render the model using the multitexture shader.
//m_Model->Render(m_Direct3D->GetDeviceContext());
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, 7.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the Translation 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(0.0f, 4.0f, 0.0f);
@ -1058,6 +1054,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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);
@ -1074,14 +1072,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// 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));
@ -1129,14 +1119,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
//// Render the model using the multitexture shader.
//m_Model->Render(m_Direct3D->GetDeviceContext());
////Normal Mapping
//result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
//if (!result)
//{
// return false;
//}
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
m_Direct3D->TurnZBufferOn();
m_Direct3D->DisableAlphaBlending();

View File

@ -11,7 +11,6 @@
#include "lightshaderclass.h"
#include "lightclass.h"
#include "lightmapshaderclass.h"
#include "alphamapshaderclass.h"
#include "bitmapclass.h"
#include "spriteclass.h"
#include "textureshaderclass.h"
@ -68,7 +67,6 @@ private:
LightClass* m_Light;
LightClass* m_Lights;
LightMapShaderClass* m_LightMapShader;
AlphaMapShaderClass* m_AlphaMapShader;
ModelClass* m_Model;
TextureShaderClass* m_TextureShader;
BitmapClass* m_Bitmap;

View File

@ -7,6 +7,7 @@ ShaderManagerClass::ShaderManagerClass()
m_NormalMapShader = 0;
m_MultitextureShader = 0;
m_TranslateShader = 0;
m_AlphaMapShader = 0;
}
@ -69,6 +70,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
// Create and initialize the translate shader object.
m_AlphaMapShader = new AlphaMapShaderClass;
result = m_AlphaMapShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
return true;
}
@ -98,6 +108,14 @@ void ShaderManagerClass::Shutdown()
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)
{
@ -105,13 +123,13 @@ void ShaderManagerClass::Shutdown()
delete m_TranslateShader;
m_TranslateShader = 0;
}
// Release the multitexture shader object.
if (m_MultitextureShader)
// Release the alpha map shader object.
if (m_AlphaMapShader)
{
m_MultitextureShader->Shutdown();
delete m_MultitextureShader;
m_MultitextureShader = 0;
m_AlphaMapShader->Shutdown();
delete m_AlphaMapShader;
m_AlphaMapShader = 0;
}
return;
@ -199,5 +217,20 @@ bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContex
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;
}

View File

@ -9,6 +9,7 @@
#include "normalmapshaderclass.h"
#include "Multitextureshaderclass.h"
#include "translateshaderclass.h"
#include "alphamapshaderclass.h"
////////////////////////////////////////////////////////////////////////////////
@ -28,6 +29,7 @@ public:
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*);
private:
TextureShaderClass* m_TextureShader;
@ -35,6 +37,7 @@ private:
NormalMapShaderClass* m_NormalMapShader;
MultiTextureShaderClass* m_MultitextureShader;
TranslateShaderClass* m_TranslateShader;
AlphaMapShaderClass* m_AlphaMapShader;
};
#endif