Shader manager
Erreur de transformation
This commit is contained in:
parent
563fea3d75
commit
cf14772018
@ -22,8 +22,7 @@ ApplicationClass::ApplicationClass()
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m_TextString3 = 0;
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m_Fps = 0;
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m_FpsString = 0;
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m_NormalMapShader = 0;
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m_SpecMapShader = 0;
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m_ShaderManager = 0;
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}
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@ -74,25 +73,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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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 normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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result = m_NormalMapShader->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 normal map shader object.", L"Error", MB_OK);
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return false;
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}
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return true;
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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@ -262,25 +243,15 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetSpecularPower(16.0f);
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// Set the number of lights we will use.
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m_numLights = 4;
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// Create and initialize the light objects array.
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m_Lights = new LightClass[m_numLights];
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// Manually set the color and position of each light.
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m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
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m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
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m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
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m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
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// Create and initialize the normal map shader object.
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m_ShaderManager = new ShaderManagerClass;
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result = m_ShaderManager->Initialize(m_Direct3D->GetDevice(), 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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// Create and initialize the light map shader object.
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m_LightMapShader = new LightMapShaderClass;
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@ -326,6 +297,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the shader manager object.
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if (m_ShaderManager)
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{
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m_ShaderManager->Shutdown();
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delete m_ShaderManager;
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m_ShaderManager = 0;
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}
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// Release the text objects for the mouse strings.
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if (m_MouseStrings)
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{
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@ -404,12 +383,12 @@ void ApplicationClass::Shutdown()
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m_Sprite = 0;
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}
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// Release the light objects.
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if(m_Lights)
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{
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delete [] m_Lights;
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m_Lights = 0;
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}
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// Release the light object.
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if (m_Light)
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{
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delete m_Light;
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m_Light = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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@ -427,22 +406,6 @@ void ApplicationClass::Shutdown()
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m_Model = 0;
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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 normal map shader object.
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if (m_NormalMapShader)
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{
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m_NormalMapShader->Shutdown();
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delete m_NormalMapShader;
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m_NormalMapShader = 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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@ -500,9 +463,9 @@ bool ApplicationClass::Frame(InputClass* Input)
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float frameTime;
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static float rotation = 360.0f;
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static float x = 6.f;
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static float y = 3.f;
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static float z = 0.f;
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static float x = 0.f;
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static float y = 0.f;
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static float z = -8.f;
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// Check if the user pressed escape and wants to exit the application.
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if (Input->IsEscapePressed())
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@ -524,13 +487,13 @@ bool ApplicationClass::Frame(InputClass* Input)
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rotation += 360.0f;
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}
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// Update the x position variable each frame.
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x -= 0.0174532925f * 0.6f;
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//// Update the x position variable each frame.
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//x -= 0.0174532925f * 0.6f;
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y -= 0.0174532925f * 0.2f;
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//y -= 0.0174532925f * 0.2f;
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// Update the z position variable each frame.
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z -= 0.0174532925f * 0.2f;
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//// Update the z position variable each frame.
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//z -= 0.0174532925f * 0.2f;
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// Render the graphics scene.
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@ -540,6 +503,64 @@ bool ApplicationClass::Frame(InputClass* Input)
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return false;
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}
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix, rotateMatrix, translateMatrix;
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, 1.0f, 0.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the texture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0));
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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(-1.5f, -1.0f, 0.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the light shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderLightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), 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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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(1.5f, -1.0f, 0.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the normal map shader.
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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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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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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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// Get the location of the mouse from the input object,
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Input->GetMouseLocation(mouseX, mouseY);
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@ -672,15 +693,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return false;
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}
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// Get the light properties.
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for (i = 0; i < m_numLights; i++)
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{
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// Create the diffuse color array from the four light colors.
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diffuseColor[i] = m_Lights[i].GetDiffuseColor();
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//// Get the light properties.
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//for (i = 0; i < m_numLights; i++)
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//{
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// // Create the diffuse color array from the four light colors.
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// diffuseColor[i] = m_Lights[i].GetDiffuseColor();
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// Create the light position array from the four light positions.
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lightPosition[i] = m_Lights[i].GetPosition();
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}
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// // Create the light position array from the four light positions.
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// lightPosition[i] = m_Lights[i].GetPosition();
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//}
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scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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@ -734,13 +755,13 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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//}
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//Specular Mapping
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result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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/*result = m_SpecMapShader->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), m_Light->GetDirection(), m_Light->GetDiffuseColor(),
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m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->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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}*/
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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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@ -14,7 +14,6 @@
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#include "multitextureshaderclass.h"
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#include "alphamapshaderclass.h"
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#include "bitmapclass.h"
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#include "textureshaderclass.h"
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#include "spriteclass.h"
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#include "timerclass.h"
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#include "fontshaderclass.h"
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@ -22,8 +21,7 @@
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#include "textclass.h"
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#include "fpsclass.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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/////////////
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@ -68,7 +66,6 @@ private:
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SpriteClass* m_Sprite;
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TimerClass* m_Timer;
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TextClass* m_MouseStrings;
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LightClass* m_Lights;
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int m_numLights;
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FontShaderClass* m_FontShader;
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FontClass* m_Font;
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@ -76,8 +73,7 @@ private:
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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int m_previousFps;
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NormalMapShaderClass* m_NormalMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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ShaderManagerClass* m_ShaderManager;
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};
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#endif
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@ -37,6 +37,7 @@
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<ClCompile Include="modelclass.cpp" />
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<ClCompile Include="Multitextureshaderclass.cpp" />
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<ClCompile Include="normalmapshaderclass.cpp" />
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<ClCompile Include="shadermanagerclass.cpp" />
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<ClCompile Include="specmapshaderclass.cpp" />
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<ClCompile Include="Spriteclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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@ -62,6 +63,7 @@
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<ClInclude Include="modelclass.h" />
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<ClInclude Include="Multitextureshaderclass.h" />
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<ClInclude Include="normalmapshaderclass.h" />
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<ClInclude Include="shadermanagerclass.h" />
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<ClInclude Include="specmapshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="systemclass.h" />
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@ -99,6 +99,9 @@
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<ClCompile Include="specmapshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="shadermanagerclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="applicationclass.h">
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@ -170,6 +173,9 @@
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<ClInclude Include="specmapshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="shadermanagerclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="font01.tga">
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129
enginecustom/shadermanagerclass.cpp
Normal file
129
enginecustom/shadermanagerclass.cpp
Normal file
@ -0,0 +1,129 @@
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#include "shadermanagerclass.h"
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ShaderManagerClass::ShaderManagerClass()
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{
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m_TextureShader = 0;
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m_LightShader = 0;
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m_NormalMapShader = 0;
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}
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ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other)
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{
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}
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ShaderManagerClass::~ShaderManagerClass()
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{
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}
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bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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bool result;
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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result = m_TextureShader->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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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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result = m_LightShader->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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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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result = m_NormalMapShader->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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void ShaderManagerClass::Shutdown()
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{
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// Release the normal map shader object.
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if (m_NormalMapShader)
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{
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m_NormalMapShader->Shutdown();
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delete m_NormalMapShader;
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m_NormalMapShader = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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{
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m_LightShader->Shutdown();
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delete m_LightShader;
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m_LightShader = 0;
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}
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// Release the texture shader object.
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if (m_TextureShader)
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{
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m_TextureShader->Shutdown();
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delete m_TextureShader;
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m_TextureShader = 0;
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}
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return;
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}
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bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture)
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{
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bool result;
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result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
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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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bool ShaderManagerClass::RenderLightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 lightDirection, XMFLOAT4 diffuseColor)
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{
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bool result;
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result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
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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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bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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{
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bool result;
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result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
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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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34
enginecustom/shadermanagerclass.h
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34
enginecustom/shadermanagerclass.h
Normal file
@ -0,0 +1,34 @@
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#ifndef _SHADERMANAGERCLASS_H_
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#define _SHADERMANAGERCLASS_H_
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "textureshaderclass.h"
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#include "lightshaderclass.h"
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#include "normalmapshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ShaderManagerClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ShaderManagerClass
|
||||
{
|
||||
public:
|
||||
ShaderManagerClass();
|
||||
ShaderManagerClass(const ShaderManagerClass&);
|
||||
~ShaderManagerClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
bool RenderLightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
|
||||
private:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
LightShaderClass* m_LightShader;
|
||||
NormalMapShaderClass* m_NormalMapShader;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
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Reference in New Issue
Block a user