Light Shader à corriger
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@ -5,9 +5,6 @@ ApplicationClass::ApplicationClass()
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_LightShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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m_Bitmap = 0;
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m_Sprite = 0;
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m_Timer = 0;
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@ -94,17 +91,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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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(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 texture shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the render to texture object.
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m_RenderTexture = new RenderTextureClass;
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@ -196,16 +182,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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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(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 light shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light object.
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m_Light = new LightClass;
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@ -259,8 +235,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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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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m_FontShader = new FontShaderClass;
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@ -454,14 +428,6 @@ void ApplicationClass::Shutdown()
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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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{
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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 model object.
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if (m_Model)
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{
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@ -637,7 +603,8 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
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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_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(1));
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(1));
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if (!result)
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{
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return false;
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@ -697,7 +664,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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for (auto cube : m_cubes)
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@ -719,7 +686,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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cube->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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{
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@ -742,7 +709,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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object->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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@ -764,7 +731,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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chunk->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(1),
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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{
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@ -778,7 +745,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_RenderTexture->GetShaderResourceView());
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if (!result)
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{
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return false;
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@ -790,7 +758,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_RenderTexture->GetShaderResourceView());
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if (!result)
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{
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return false;
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@ -802,7 +771,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_RenderTexture->GetShaderResourceView());
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if (!result)
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{
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return false;
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@ -838,8 +808,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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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_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), diffuseColor, lightPosition);
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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@ -905,7 +875,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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}
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// Render the sprite with the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Sprite->GetTexture());
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if (!result)
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{
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return false;
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@ -1056,6 +1027,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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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(-10.0f, -2.0f, -20.0f);
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//worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the transparent 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, m_Model->GetTexture(0), m_Lights[0]->GetDiffuseColor(), m_Lights[0]->GetPosition());
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//if (!result)
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//{
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// return false;
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//}
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// Turn off alpha blending.
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m_Direct3D->DisableAlphaBlending();
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@ -16,7 +16,6 @@
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#include "lightmapshaderclass.h"
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#include "bitmapclass.h"
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#include "spriteclass.h"
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#include "textureshaderclass.h"
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#include "timerclass.h"
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#include "fontshaderclass.h"
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#include "fontclass.h"
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@ -30,8 +29,6 @@
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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#include "reflectionshaderclass.h"
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#include "transparentshaderclass.h"
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/////////////
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@ -9,6 +9,7 @@ ShaderManagerClass::ShaderManagerClass()
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m_AlphaMapShader = 0;
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m_SpecMapShader = 0;
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m_TransparentShader = 0;
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m_LightShader = 0;
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}
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@ -89,6 +90,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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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_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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return true;
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}
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@ -150,6 +160,14 @@ void ShaderManagerClass::Shutdown()
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m_TransparentShader = 0;
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}
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// Release the transparent 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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return;
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}
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@ -258,5 +276,20 @@ bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceCont
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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 diffuseColor[], XMFLOAT4 lightPosition[])
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{
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bool result;
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result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
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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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@ -11,6 +11,7 @@
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#include "alphamapshaderclass.h"
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#include "specmapshaderclass.h"
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#include "transparentshaderclass.h"
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#include "lightshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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@ -33,6 +34,7 @@ public:
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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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bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
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private:
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TextureShaderClass* m_TextureShader;
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@ -42,6 +44,7 @@ private:
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AlphaMapShaderClass* m_AlphaMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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TransparentShaderClass* m_TransparentShader;
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LightShaderClass* m_LightShader;
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};
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#endif
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