Minor: Ajout de l'alpha mapping au shader manager
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@ -3,8 +3,7 @@
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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_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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@ -314,16 +313,6 @@ 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 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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@ -566,14 +555,6 @@ void ApplicationClass::Shutdown()
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delete m_Model;
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m_Model = 0;
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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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}
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}
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@ -983,6 +964,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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//// Render the model using the multitexture shader.
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//m_Model->Render(m_Direct3D->GetDeviceContext());
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, 7.0f, 0.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderAlphaMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(5), m_Model->GetTexture(3));
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if (!result)
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{
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return false;
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}
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, 4.0f, 0.0f);
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@ -1058,6 +1054,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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return false;
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}
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// Lighting, utilise plusieurs lights donc Multiple Points Lighting
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//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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// diffuseColor, lightPosition);
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@ -1074,14 +1072,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// return false;
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//}
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// MultiTexturing
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//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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// m_Model->GetTexture(0), m_Model->GetTexture(1));
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//if (!result)
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//{
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// return false;
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//}
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// Alphamapping
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/*result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
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@ -1129,14 +1119,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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//// Render the model using the multitexture shader.
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//m_Model->Render(m_Direct3D->GetDeviceContext());
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////Normal Mapping
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//result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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// m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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//if (!result)
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//{
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// return false;
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//}
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// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
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m_Direct3D->TurnZBufferOn();
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m_Direct3D->DisableAlphaBlending();
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@ -11,7 +11,6 @@
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#include "lightshaderclass.h"
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#include "lightclass.h"
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#include "lightmapshaderclass.h"
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#include "alphamapshaderclass.h"
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#include "bitmapclass.h"
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#include "spriteclass.h"
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#include "textureshaderclass.h"
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@ -68,7 +67,6 @@ private:
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LightClass* m_Light;
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LightClass* m_Lights;
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LightMapShaderClass* m_LightMapShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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ModelClass* m_Model;
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TextureShaderClass* m_TextureShader;
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BitmapClass* m_Bitmap;
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@ -7,6 +7,7 @@ ShaderManagerClass::ShaderManagerClass()
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m_NormalMapShader = 0;
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m_MultitextureShader = 0;
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m_TranslateShader = 0;
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m_AlphaMapShader = 0;
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}
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@ -69,6 +70,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the translate shader object.
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m_AlphaMapShader = new AlphaMapShaderClass;
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result = m_AlphaMapShader->Initialize(device, hwnd);
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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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@ -98,6 +108,14 @@ void ShaderManagerClass::Shutdown()
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m_TextureShader = 0;
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}
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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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}
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// Release the multitexture shader object.
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if (m_TranslateShader)
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{
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@ -105,13 +123,13 @@ void ShaderManagerClass::Shutdown()
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delete m_TranslateShader;
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m_TranslateShader = 0;
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}
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// Release the multitexture shader object.
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if (m_MultitextureShader)
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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_MultitextureShader->Shutdown();
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delete m_MultitextureShader;
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m_MultitextureShader = 0;
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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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}
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return;
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@ -199,5 +217,20 @@ bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContex
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return false;
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}
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return true;
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}
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bool ShaderManagerClass::RenderAlphaMapShader(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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result = m_AlphaMapShader->Render(deviceContext, indexCount, 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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return true;
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}
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@ -9,6 +9,7 @@
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#include "normalmapshaderclass.h"
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#include "Multitextureshaderclass.h"
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#include "translateshaderclass.h"
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#include "alphamapshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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@ -28,6 +29,7 @@ public:
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bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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TextureShaderClass* m_TextureShader;
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@ -35,6 +37,7 @@ private:
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NormalMapShaderClass* m_NormalMapShader;
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MultiTextureShaderClass* m_MultitextureShader;
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TranslateShaderClass* m_TranslateShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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};
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#endif
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