diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index 1ce12e9..2e78ff6 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -20,7 +20,6 @@ ApplicationClass::ApplicationClass() m_Fps = 0; m_FpsString = 0; m_ShaderManager = 0; - m_SpecMapShader = 0; m_RenderCountString = 0; m_ModelList = 0; m_Position = 0; @@ -80,16 +79,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Camera->Render(); m_Camera->GetViewMatrix(m_baseViewMatrix); - // Create and initialize the specular map shader object. - m_SpecMapShader = new SpecMapShaderClass; - - result = m_SpecMapShader->Initialize(m_Direct3D->GetDevice(), hwnd); - if (!result) - { - MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK); - return false; - } - // Create and initialize the font shader object. m_FontShader = new FontShaderClass; @@ -270,16 +259,24 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Lights[0].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White m_Lights[0].SetPosition(10.0f, -5.0f, -15.0f); + m_Lights[0].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[0].SetSpecularPower(16.0f); // Manually set the color and position of each light. m_Lights[1].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red m_Lights[1].SetPosition(-3.0f, 1.0f, 3.0f); + m_Lights[1].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[1].SetSpecularPower(16.0f); m_Lights[2].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green m_Lights[2].SetPosition(3.0f, 1.0f, 3.0f); - + m_Lights[2].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[2].SetSpecularPower(16.0f); + m_Lights[3].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue m_Lights[3].SetPosition(-3.0f, 1.0f, -3.0f); + m_Lights[3].SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Lights[3].SetSpecularPower(16.0f); // Create and initialize the normal map shader object. @@ -513,16 +510,6 @@ void ApplicationClass::Shutdown() m_LightShader = 0; } - - - // Release the specular map shader object. - if (m_SpecMapShader) - { - m_SpecMapShader->Shutdown(); - delete m_SpecMapShader; - m_SpecMapShader = 0; - } - // Release the model object. if (m_Model) { @@ -949,7 +936,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f); worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); - // Render the model using the Translation shader. + // 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, @@ -979,7 +966,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f); worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); - // Render the model using the light shader. + // 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, @@ -995,7 +982,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f); worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); - // Render the model using the normal map shader. + // 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, @@ -1011,7 +998,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f); worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); - // Render the model using the Multitexture shader. + // 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, @@ -1026,10 +1013,16 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f); worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); - // Render the model using the Translation shader. + // 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 @@ -1067,26 +1060,7 @@ 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; - //} - - //scaleMatrix = XMMatrixScaling(1.0f, 1.0f, 1.0f); // Build the scaling matrix. - //rotateMatrix = XMMatrixRotationY(40); // Build the rotation matrix. - //translateMatrix = XMMatrixTranslation(0, 5.0f, -10.0f); // 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()); - + // Enable the Z buffer and disable alpha blending now that 2D rendering is complete. m_Direct3D->TurnZBufferOn(); m_Direct3D->DisableAlphaBlending(); diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index 22954a0..71dbd8a 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -20,8 +20,6 @@ #include "textclass.h" #include "fpsclass.h" #include "inputclass.h" -#include "normalmapshaderclass.h" -#include "specmapshaderclass.h" #include "shadermanagerclass.h" #include "modellistclass.h" #include "positionclass.h" @@ -80,7 +78,6 @@ private: FpsClass* m_Fps; TextClass* m_FpsString; int m_previousFps; - SpecMapShaderClass* m_SpecMapShader; ShaderManagerClass* m_ShaderManager; ModelListClass* m_ModelList; PositionClass* m_Position; diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/shadermanagerclass.cpp index 9b582f8..4a7a99c 100644 --- a/enginecustom/shadermanagerclass.cpp +++ b/enginecustom/shadermanagerclass.cpp @@ -7,6 +7,7 @@ ShaderManagerClass::ShaderManagerClass() m_MultitextureShader = 0; m_TranslateShader = 0; m_AlphaMapShader = 0; + m_SpecMapShader = 0; } @@ -60,7 +61,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd) return false; } - // Create and initialize the translate shader object. + // Create and initialize the alpha map shader object. m_AlphaMapShader = new AlphaMapShaderClass; result = m_AlphaMapShader->Initialize(device, hwnd); @@ -69,6 +70,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd) 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; } @@ -114,6 +124,14 @@ void ShaderManagerClass::Shutdown() m_AlphaMapShader = 0; } + // Release the specular map shader object. + if (m_SpecMapShader) + { + m_SpecMapShader->Shutdown(); + delete m_SpecMapShader; + m_SpecMapShader = 0; + } + return; } @@ -190,5 +208,22 @@ bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext 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; } \ No newline at end of file diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h index 117b5f8..23a3a50 100644 --- a/enginecustom/shadermanagerclass.h +++ b/enginecustom/shadermanagerclass.h @@ -10,6 +10,7 @@ #include "Multitextureshaderclass.h" #include "translateshaderclass.h" #include "alphamapshaderclass.h" +#include "specmapshaderclass.h" //////////////////////////////////////////////////////////////////////////////// @@ -29,6 +30,8 @@ public: 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; @@ -36,6 +39,7 @@ private: MultiTextureShaderClass* m_MultitextureShader; TranslateShaderClass* m_TranslateShader; AlphaMapShaderClass* m_AlphaMapShader; + SpecMapShaderClass* m_SpecMapShader; }; #endif