Minor: Ajout Specular map shader dans le shader manager
This commit is contained in:
parent
e502033b89
commit
a947a04946
@ -20,7 +20,6 @@ ApplicationClass::ApplicationClass()
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m_Fps = 0;
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m_Fps = 0;
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m_FpsString = 0;
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m_FpsString = 0;
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m_ShaderManager = 0;
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m_ShaderManager = 0;
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m_SpecMapShader = 0;
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m_RenderCountString = 0;
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m_RenderCountString = 0;
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m_ModelList = 0;
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m_ModelList = 0;
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m_Position = 0;
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m_Position = 0;
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@ -80,16 +79,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->Render();
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m_Camera->Render();
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m_Camera->GetViewMatrix(m_baseViewMatrix);
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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 font shader object.
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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m_FontShader = new FontShaderClass;
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@ -270,16 +259,24 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[0].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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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].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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// Manually set the color and position of each light.
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m_Lights[1].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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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].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[2].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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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].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].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].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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// Create and initialize the normal map shader object.
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// Create and initialize the normal map shader object.
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@ -513,16 +510,6 @@ void ApplicationClass::Shutdown()
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m_LightShader = 0;
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m_LightShader = 0;
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}
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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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{
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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 model object.
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// Release the model object.
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if (m_Model)
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if (m_Model)
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{
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{
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@ -949,7 +936,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
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translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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// Render the model using the alpha map shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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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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result = m_ShaderManager->RenderAlphaMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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@ -979,7 +966,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
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translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the light shader.
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// Render the model using the render map shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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@ -995,7 +982,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
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translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the normal map shader.
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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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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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@ -1011,7 +998,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
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translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Multitexture shader.
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// Render the model using the translate shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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@ -1026,10 +1013,16 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
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translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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// Render the model using the specular map shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderSpecMapShader(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), m_Lights->GetDirection(), m_Lights->GetDiffuseColor(),
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m_Camera->GetPosition(), m_Lights->GetSpecularColor(), m_Lights->GetSpecularPower());
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if (!result)
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{
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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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// Lighting, utilise plusieurs lights donc Multiple Points Lighting
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@ -1067,26 +1060,7 @@ 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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//// Render the model using the multitexture shader.
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//m_Model->Render(m_Direct3D->GetDeviceContext());
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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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//scaleMatrix = XMMatrixScaling(1.0f, 1.0f, 1.0f); // Build the scaling matrix.
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//rotateMatrix = XMMatrixRotationY(40); // Build the rotation matrix.
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//translateMatrix = XMMatrixTranslation(0, 5.0f, -10.0f); // Build the translation matrix.
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//// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
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//srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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//worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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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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// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
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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->TurnZBufferOn();
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m_Direct3D->DisableAlphaBlending();
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m_Direct3D->DisableAlphaBlending();
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@ -20,8 +20,6 @@
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#include "textclass.h"
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#include "textclass.h"
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#include "fpsclass.h"
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#include "fpsclass.h"
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#include "inputclass.h"
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#include "inputclass.h"
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#include "normalmapshaderclass.h"
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#include "specmapshaderclass.h"
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#include "shadermanagerclass.h"
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#include "shadermanagerclass.h"
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#include "modellistclass.h"
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#include "modellistclass.h"
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#include "positionclass.h"
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#include "positionclass.h"
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@ -80,7 +78,6 @@ private:
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FpsClass* m_Fps;
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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TextClass* m_FpsString;
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int m_previousFps;
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int m_previousFps;
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SpecMapShaderClass* m_SpecMapShader;
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ShaderManagerClass* m_ShaderManager;
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ShaderManagerClass* m_ShaderManager;
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ModelListClass* m_ModelList;
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ModelListClass* m_ModelList;
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PositionClass* m_Position;
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PositionClass* m_Position;
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@ -7,6 +7,7 @@ ShaderManagerClass::ShaderManagerClass()
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m_MultitextureShader = 0;
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m_MultitextureShader = 0;
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m_TranslateShader = 0;
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m_TranslateShader = 0;
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m_AlphaMapShader = 0;
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m_AlphaMapShader = 0;
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m_SpecMapShader = 0;
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}
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}
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@ -60,7 +61,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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return false;
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}
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}
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// Create and initialize the translate shader object.
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// Create and initialize the alpha map shader object.
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m_AlphaMapShader = new AlphaMapShaderClass;
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m_AlphaMapShader = new AlphaMapShaderClass;
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result = m_AlphaMapShader->Initialize(device, hwnd);
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result = m_AlphaMapShader->Initialize(device, hwnd);
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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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return false;
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}
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}
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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(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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return true;
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}
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}
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@ -114,6 +124,14 @@ void ShaderManagerClass::Shutdown()
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m_AlphaMapShader = 0;
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m_AlphaMapShader = 0;
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}
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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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{
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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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return;
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return;
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}
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}
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@ -190,5 +208,22 @@ bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext
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return false;
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return false;
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}
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}
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return true;
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}
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bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
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XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
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{
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bool result;
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result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
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diffuseColor, cameraPosition, specularColor, specularPower);
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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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return true;
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}
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}
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@ -10,6 +10,7 @@
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#include "Multitextureshaderclass.h"
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#include "Multitextureshaderclass.h"
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#include "translateshaderclass.h"
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#include "translateshaderclass.h"
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#include "alphamapshaderclass.h"
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#include "alphamapshaderclass.h"
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#include "specmapshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -29,6 +30,8 @@ public:
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bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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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 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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bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
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private:
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private:
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TextureShaderClass* m_TextureShader;
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TextureShaderClass* m_TextureShader;
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@ -36,6 +39,7 @@ private:
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MultiTextureShaderClass* m_MultitextureShader;
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MultiTextureShaderClass* m_MultitextureShader;
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TranslateShaderClass* m_TranslateShader;
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TranslateShaderClass* m_TranslateShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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};
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};
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#endif
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#endif
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