Light Shader à corriger

This commit is contained in:
GolfOcean334 2024-04-10 12:57:31 +02:00
parent 05f12d15f9
commit d286e71ebe
4 changed files with 66 additions and 48 deletions

View File

@ -5,9 +5,6 @@ ApplicationClass::ApplicationClass()
m_Direct3D = 0;
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_Light = 0;
m_TextureShader = 0;
m_Bitmap = 0;
m_Sprite = 0;
m_Timer = 0;
@ -94,17 +91,6 @@ 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)
{
MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the render to texture object.
m_RenderTexture = new RenderTextureClass;
@ -196,16 +182,6 @@ 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)
{
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the light object.
m_Light = new LightClass;
@ -259,8 +235,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the font shader object.
m_FontShader = new FontShaderClass;
@ -454,14 +428,6 @@ void ApplicationClass::Shutdown()
m_Light = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the model object.
if (m_Model)
{
@ -637,7 +603,8 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
// Render the model using the texture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(1));
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(1));
if (!result)
{
return false;
@ -697,7 +664,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
for (auto cube : m_cubes)
@ -719,7 +686,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
cube->Render(m_Direct3D->GetDeviceContext());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
@ -742,7 +709,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
object->Render(m_Direct3D->GetDeviceContext());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
@ -764,7 +731,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
chunk->Render(m_Direct3D->GetDeviceContext());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(1),
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
@ -778,7 +745,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the display plane using the texture shader and the render texture resource.
m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_RenderTexture->GetShaderResourceView());
if (!result)
{
return false;
@ -790,7 +758,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the display plane using the texture shader and the render texture resource.
m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_RenderTexture->GetShaderResourceView());
if (!result)
{
return false;
@ -802,7 +771,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the display plane using the texture shader and the render texture resource.
m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_RenderTexture->GetShaderResourceView());
if (!result)
{
return false;
@ -838,8 +808,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the model using the light shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), diffuseColor, lightPosition);
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
return false;
@ -905,7 +875,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
}
// Render the sprite with the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
m_Sprite->GetTexture());
if (!result)
{
return false;
@ -1056,6 +1027,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
//// Setup matrices.
//rotateMatrix = XMMatrixRotationY(rotation);
//translateMatrix = XMMatrixTranslation(-10.0f, -2.0f, -20.0f);
//worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the transparent 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_Lights[0]->GetDiffuseColor(), m_Lights[0]->GetPosition());
//if (!result)
//{
// return false;
//}
// Turn off alpha blending.
m_Direct3D->DisableAlphaBlending();

View File

@ -16,7 +16,6 @@
#include "lightmapshaderclass.h"
#include "bitmapclass.h"
#include "spriteclass.h"
#include "textureshaderclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
@ -30,8 +29,6 @@
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "reflectionshaderclass.h"
#include "transparentshaderclass.h"
/////////////

View File

@ -9,6 +9,7 @@ ShaderManagerClass::ShaderManagerClass()
m_AlphaMapShader = 0;
m_SpecMapShader = 0;
m_TransparentShader = 0;
m_LightShader = 0;
}
@ -89,6 +90,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
// Create and initialize the light map shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
return true;
}
@ -150,6 +160,14 @@ void ShaderManagerClass::Shutdown()
m_TransparentShader = 0;
}
// Release the transparent shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
return;
}
@ -258,5 +276,20 @@ bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceCont
return false;
}
return true;
}
bool ShaderManagerClass::RenderlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
{
bool result;
result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
if (!result)
{
return false;
}
return true;
}

View File

@ -11,6 +11,7 @@
#include "alphamapshaderclass.h"
#include "specmapshaderclass.h"
#include "transparentshaderclass.h"
#include "lightshaderclass.h"
////////////////////////////////////////////////////////////////////////////////
@ -33,6 +34,7 @@ public:
bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
private:
TextureShaderClass* m_TextureShader;
@ -42,6 +44,7 @@ private:
AlphaMapShaderClass* m_AlphaMapShader;
SpecMapShaderClass* m_SpecMapShader;
TransparentShaderClass* m_TransparentShader;
LightShaderClass* m_LightShader;
};
#endif