From cf147720184e0a1a553e8897d9504515e416b3f0 Mon Sep 17 00:00:00 2001
From: GolfOcean334 <130740013+GolfOcean334@users.noreply.github.com>
Date: Tue, 2 Apr 2024 12:56:47 +0200
Subject: [PATCH] Shader manager
Erreur de transformation
---
enginecustom/applicationclass.cpp | 177 ++++++++++++----------
enginecustom/applicationclass.h | 8 +-
enginecustom/enginecustom.vcxproj | 2 +
enginecustom/enginecustom.vcxproj.filters | 6 +
enginecustom/shadermanagerclass.cpp | 129 ++++++++++++++++
enginecustom/shadermanagerclass.h | 34 +++++
6 files changed, 272 insertions(+), 84 deletions(-)
create mode 100644 enginecustom/shadermanagerclass.cpp
create mode 100644 enginecustom/shadermanagerclass.h
diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp
index 8ea3373..47da0b4 100644
--- a/enginecustom/applicationclass.cpp
+++ b/enginecustom/applicationclass.cpp
@@ -22,8 +22,7 @@ ApplicationClass::ApplicationClass()
m_TextString3 = 0;
m_Fps = 0;
m_FpsString = 0;
- m_NormalMapShader = 0;
- m_SpecMapShader = 0;
+ m_ShaderManager = 0;
}
@@ -74,25 +73,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
- // 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 normal map shader object.
- m_NormalMapShader = new NormalMapShaderClass;
-
- result = m_NormalMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
- if (!result)
- {
- MessageBox(hwnd, L"Could not initialize the normal map shader object.", L"Error", MB_OK);
- return false;
- }
+ return true;
// Create and initialize the font shader object.
m_FontShader = new FontShaderClass;
@@ -262,25 +243,15 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetSpecularPower(16.0f);
- // Set the number of lights we will use.
- m_numLights = 4;
- // Create and initialize the light objects array.
- m_Lights = new LightClass[m_numLights];
-
- // Manually set the color and position of each light.
- m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
- m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
-
- m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
- m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
-
- m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
- m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
-
- m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
- m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
+ // Create and initialize the normal map shader object.
+ m_ShaderManager = new ShaderManagerClass;
+ result = m_ShaderManager->Initialize(m_Direct3D->GetDevice(), hwnd);
+ if (!result)
+ {
+ return false;
+ }
// Create and initialize the light map shader object.
m_LightMapShader = new LightMapShaderClass;
@@ -326,6 +297,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
+ // Release the shader manager object.
+ if (m_ShaderManager)
+ {
+ m_ShaderManager->Shutdown();
+ delete m_ShaderManager;
+ m_ShaderManager = 0;
+ }
+
// Release the text objects for the mouse strings.
if (m_MouseStrings)
{
@@ -404,12 +383,12 @@ void ApplicationClass::Shutdown()
m_Sprite = 0;
}
- // Release the light objects.
- if(m_Lights)
- {
- delete [] m_Lights;
- m_Lights = 0;
- }
+ // Release the light object.
+ if (m_Light)
+ {
+ delete m_Light;
+ m_Light = 0;
+ }
// Release the light shader object.
if (m_LightShader)
@@ -427,22 +406,6 @@ void ApplicationClass::Shutdown()
m_Model = 0;
}
- // Release the specular map shader object.
- if (m_SpecMapShader)
- {
- m_SpecMapShader->Shutdown();
- delete m_SpecMapShader;
- m_SpecMapShader = 0;
- }
-
- // Release the normal map shader object.
- if (m_NormalMapShader)
- {
- m_NormalMapShader->Shutdown();
- delete m_NormalMapShader;
- m_NormalMapShader = 0;
- }
-
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
@@ -500,9 +463,9 @@ bool ApplicationClass::Frame(InputClass* Input)
float frameTime;
static float rotation = 360.0f;
- static float x = 6.f;
- static float y = 3.f;
- static float z = 0.f;
+ static float x = 0.f;
+ static float y = 0.f;
+ static float z = -8.f;
// Check if the user pressed escape and wants to exit the application.
if (Input->IsEscapePressed())
@@ -524,13 +487,13 @@ bool ApplicationClass::Frame(InputClass* Input)
rotation += 360.0f;
}
- // Update the x position variable each frame.
- x -= 0.0174532925f * 0.6f;
+ //// Update the x position variable each frame.
+ //x -= 0.0174532925f * 0.6f;
- y -= 0.0174532925f * 0.2f;
+ //y -= 0.0174532925f * 0.2f;
- // Update the z position variable each frame.
- z -= 0.0174532925f * 0.2f;
+ //// Update the z position variable each frame.
+ //z -= 0.0174532925f * 0.2f;
// Render the graphics scene.
@@ -540,6 +503,64 @@ bool ApplicationClass::Frame(InputClass* Input)
return false;
}
+ XMMATRIX worldMatrix, viewMatrix, projectionMatrix, rotateMatrix, translateMatrix;
+
+ // Clear the buffers to begin the scene.
+ m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
+
+ // Get the world, view, and projection matrices from the camera and d3d objects.
+ m_Direct3D->GetWorldMatrix(worldMatrix);
+ m_Camera->GetViewMatrix(viewMatrix);
+ m_Direct3D->GetProjectionMatrix(projectionMatrix);
+
+ // Setup matrices.
+ rotateMatrix = XMMatrixRotationY(rotation);
+ translateMatrix = XMMatrixTranslation(0.0f, 1.0f, 0.0f);
+ worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
+
+ // Render the model using the texture shader.
+ m_Model->Render(m_Direct3D->GetDeviceContext());
+
+ result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
+ m_Model->GetTexture(0));
+ if (!result)
+ {
+ return false;
+ }
+
+ // Setup matrices.
+ rotateMatrix = XMMatrixRotationY(rotation);
+ translateMatrix = XMMatrixTranslation(-1.5f, -1.0f, 0.0f);
+ worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
+
+ // Render the model using the light shader.
+ m_Model->Render(m_Direct3D->GetDeviceContext());
+
+ result = m_ShaderManager->RenderLightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
+ m_Model->GetTexture(0), m_Light->GetDirection(), m_Light->GetDiffuseColor());
+ if (!result)
+ {
+ return false;
+ }
+
+ // Setup matrices.
+ rotateMatrix = XMMatrixRotationY(rotation);
+ translateMatrix = XMMatrixTranslation(1.5f, -1.0f, 0.0f);
+ worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
+
+ // Render the model using the normal map shader.
+ m_Model->Render(m_Direct3D->GetDeviceContext());
+
+ result = m_ShaderManager->RenderNormalMapShader(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;
+ }
+
+ // Present the rendered scene to the screen.
+ m_Direct3D->EndScene();
+
// Get the location of the mouse from the input object,
Input->GetMouseLocation(mouseX, mouseY);
@@ -672,15 +693,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
return false;
}
- // Get the light properties.
- for (i = 0; i < m_numLights; i++)
- {
- // Create the diffuse color array from the four light colors.
- diffuseColor[i] = m_Lights[i].GetDiffuseColor();
+ //// Get the light properties.
+ //for (i = 0; i < m_numLights; i++)
+ //{
+ // // Create the diffuse color array from the four light colors.
+ // diffuseColor[i] = m_Lights[i].GetDiffuseColor();
- // Create the light position array from the four light positions.
- lightPosition[i] = m_Lights[i].GetPosition();
- }
+ // // Create the light position array from the four light positions.
+ // lightPosition[i] = m_Lights[i].GetPosition();
+ //}
scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
@@ -734,13 +755,13 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
//}
//Specular Mapping
- result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
+ /*result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Light->GetDirection(), m_Light->GetDiffuseColor(),
m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
if (!result)
{
return false;
- }
+ }*/
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
m_Direct3D->TurnZBufferOn();
diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h
index 1c3bc25..ffcac3c 100644
--- a/enginecustom/applicationclass.h
+++ b/enginecustom/applicationclass.h
@@ -14,7 +14,6 @@
#include "multitextureshaderclass.h"
#include "alphamapshaderclass.h"
#include "bitmapclass.h"
-#include "textureshaderclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
@@ -22,8 +21,7 @@
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
-#include "normalmapshaderclass.h"
-#include "specmapshaderclass.h"
+#include "shadermanagerclass.h"
/////////////
@@ -68,7 +66,6 @@ private:
SpriteClass* m_Sprite;
TimerClass* m_Timer;
TextClass* m_MouseStrings;
- LightClass* m_Lights;
int m_numLights;
FontShaderClass* m_FontShader;
FontClass* m_Font;
@@ -76,8 +73,7 @@ private:
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
- NormalMapShaderClass* m_NormalMapShader;
- SpecMapShaderClass* m_SpecMapShader;
+ ShaderManagerClass* m_ShaderManager;
};
#endif
diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj
index 2d54fd5..99273a3 100644
--- a/enginecustom/enginecustom.vcxproj
+++ b/enginecustom/enginecustom.vcxproj
@@ -37,6 +37,7 @@
+
@@ -62,6 +63,7 @@
+
diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters
index 1a53214..4b67cfa 100644
--- a/enginecustom/enginecustom.vcxproj.filters
+++ b/enginecustom/enginecustom.vcxproj.filters
@@ -99,6 +99,9 @@
Fichiers sources
+
+ Fichiers sources
+
@@ -170,6 +173,9 @@
Fichiers d%27en-tĂȘte
+
+ Fichiers d%27en-tĂȘte
+
diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/shadermanagerclass.cpp
new file mode 100644
index 0000000..c469c17
--- /dev/null
+++ b/enginecustom/shadermanagerclass.cpp
@@ -0,0 +1,129 @@
+#include "shadermanagerclass.h"
+
+ShaderManagerClass::ShaderManagerClass()
+{
+ m_TextureShader = 0;
+ m_LightShader = 0;
+ m_NormalMapShader = 0;
+}
+
+
+ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other)
+{
+}
+
+
+ShaderManagerClass::~ShaderManagerClass()
+{
+}
+
+
+bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
+{
+ bool result;
+
+ // Create and initialize the texture shader object.
+ m_TextureShader = new TextureShaderClass;
+
+ result = m_TextureShader->Initialize(device, hwnd);
+ if (!result)
+ {
+ return false;
+ }
+
+ // Create and initialize the light shader object.
+ m_LightShader = new LightShaderClass;
+
+ result = m_LightShader->Initialize(device, hwnd);
+ if (!result)
+ {
+ return false;
+ }
+
+ // Create and initialize the normal map shader object.
+ m_NormalMapShader = new NormalMapShaderClass;
+
+ result = m_NormalMapShader->Initialize(device, hwnd);
+ if (!result)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void ShaderManagerClass::Shutdown()
+{
+ // Release the normal map shader object.
+ if (m_NormalMapShader)
+ {
+ m_NormalMapShader->Shutdown();
+ delete m_NormalMapShader;
+ m_NormalMapShader = 0;
+ }
+
+ // Release the light shader object.
+ if (m_LightShader)
+ {
+ m_LightShader->Shutdown();
+ delete m_LightShader;
+ m_LightShader = 0;
+ }
+
+ // Release the texture shader object.
+ if (m_TextureShader)
+ {
+ m_TextureShader->Shutdown();
+ delete m_TextureShader;
+ m_TextureShader = 0;
+ }
+
+ return;
+}
+
+bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
+ ID3D11ShaderResourceView* texture)
+{
+ bool result;
+
+
+ result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
+ if (!result)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+
+bool ShaderManagerClass::RenderLightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
+ ID3D11ShaderResourceView* texture, XMFLOAT4 lightDirection, XMFLOAT4 diffuseColor)
+{
+ bool result;
+
+
+ result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
+ if (!result)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+
+bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
+ ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
+{
+ bool result;
+
+
+ result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
+ if (!result)
+ {
+ return false;
+ }
+
+ return true;
+}
diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h
new file mode 100644
index 0000000..cdcbd15
--- /dev/null
+++ b/enginecustom/shadermanagerclass.h
@@ -0,0 +1,34 @@
+#ifndef _SHADERMANAGERCLASS_H_
+#define _SHADERMANAGERCLASS_H_
+
+///////////////////////
+// MY CLASS INCLUDES //
+///////////////////////
+#include "textureshaderclass.h"
+#include "lightshaderclass.h"
+#include "normalmapshaderclass.h"
+
+
+////////////////////////////////////////////////////////////////////////////////
+// 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