Minor: Ajout du Light Map Shader au Sheder Manager

This commit is contained in:
GolfOcean334 2024-04-11 09:49:49 +02:00
parent 1345537486
commit c6f97490d1
5 changed files with 86 additions and 63 deletions

View File

@ -99,17 +99,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
logger.Log("Could not initialize the texture shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the render to texture object.
m_RenderTexture = new RenderTextureClass;
@ -198,16 +187,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
logger.Log("Could not initialize the light shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the light object.
m_Light = new LightClass;
@ -1083,27 +1062,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
// Turn off alpha blending.
m_Direct3D->DisableAlphaBlending();
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-10.0f, 1.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the transparent shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderlightMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(4));
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);
//if (!result)
//{
// return false;
//}
// Lightmapping, utiliser light01.tga en deuxieme texture
//result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1));
//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

@ -101,9 +101,6 @@ private :
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model;
TextureShaderClass* m_TextureShader;
/*TransparentShaderClass* m_TransparentShader;*/
ShaderManagerClass* m_ShaderManager;
ModelListClass* m_ModelList;
// ------------------------------------- //
@ -140,8 +137,7 @@ private :
// ------------- SHADERS ------------- //
// ----------------------------------- //
LightShaderClass* m_LightShader;
LightMapShaderClass* m_LightMapShader;
ShaderManagerClass* m_ShaderManager;
FontShaderClass* m_FontShader;
ReflectionShaderClass* m_ReflectionShader;

View File

@ -123,9 +123,6 @@
<ClCompile Include="fpsclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="lightmapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="alphamapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
@ -162,6 +159,9 @@
<ClCompile Include="transparentshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="lightmapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="systemclass.h">
@ -352,15 +352,12 @@
<CopyFileToFolders Include="font01.tga">
<Filter>fonts</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt" />
<CopyFileToFolders Include="sprite01.tga" />
<CopyFileToFolders Include="stone01.tga">
<Filter>assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="cube.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="spec02.tga" />
<CopyFileToFolders Include="plane.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
@ -382,15 +379,37 @@
<CopyFileToFolders Include="transparent.ps" />
<CopyFileToFolders Include="transparent.vs" />
<CopyFileToFolders Include="Color.ps" />
<CopyFileToFolders Include="..\..\..\..\Downloads\grass.tga" />
<CopyFileToFolders Include="alpha01.tga" />
<CopyFileToFolders Include="light01.tga" />
<CopyFileToFolders Include="moss01.tga" />
<CopyFileToFolders Include="normal01.tga" />
<CopyFileToFolders Include="sprite02.tga" />
<CopyFileToFolders Include="sprite03.tga" />
<CopyFileToFolders Include="sprite04.tga" />
<CopyFileToFolders Include="translate.ps" />
<CopyFileToFolders Include="translate.vs" />
<CopyFileToFolders Include="alpha01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="light01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="moss01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normal01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="spec02.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite02.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite03.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite04.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
</ItemGroup>
</Project>

View File

@ -10,6 +10,7 @@ ShaderManagerClass::ShaderManagerClass()
m_SpecMapShader = 0;
m_TransparentShader = 0;
m_LightShader = 0;
m_LightMapShader = 0;
}
@ -81,7 +82,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
// Create and initialize the specular map shader object.
// Create and initialize the transparent shader object.
m_TransparentShader = new TransparentShaderClass;
result = m_TransparentShader->Initialize(device, hwnd);
@ -90,7 +91,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
// Create and initialize the light map shader object.
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(device, hwnd);
@ -99,6 +100,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
// Create and initialize the light map shader object.
m_LightMapShader = new LightMapShaderClass;
result = m_LightMapShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
return true;
}
@ -160,7 +170,7 @@ void ShaderManagerClass::Shutdown()
m_TransparentShader = 0;
}
// Release the transparent shader object.
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
@ -168,6 +178,14 @@ void ShaderManagerClass::Shutdown()
m_LightShader = 0;
}
// Release the light map shader object.
if (m_LightMapShader)
{
m_LightMapShader->Shutdown();
delete m_LightMapShader;
m_LightMapShader = 0;
}
return;
}
@ -291,5 +309,20 @@ bool ShaderManagerClass::RenderlightShader(ID3D11DeviceContext* deviceContext, i
return false;
}
return true;
}
bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
result = m_LightMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
return false;
}
return true;
}

View File

@ -12,6 +12,7 @@
#include "specmapshaderclass.h"
#include "transparentshaderclass.h"
#include "lightshaderclass.h"
#include "lightmapshaderclass.h"
////////////////////////////////////////////////////////////////////////////////
@ -35,6 +36,7 @@ public:
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
TextureShaderClass* m_TextureShader;
@ -45,6 +47,7 @@ private:
SpecMapShaderClass* m_SpecMapShader;
TransparentShaderClass* m_TransparentShader;
LightShaderClass* m_LightShader;
LightMapShaderClass* m_LightMapShader;
};
#endif