diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index cb466a9..bb5523b 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -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(); diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index 3aaad14..50314eb 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -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" - ///////////// diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/shadermanagerclass.cpp index 79baf23..ecdedaa 100644 --- a/enginecustom/shadermanagerclass.cpp +++ b/enginecustom/shadermanagerclass.cpp @@ -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; } \ No newline at end of file diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h index 542093d..228e959 100644 --- a/enginecustom/shadermanagerclass.h +++ b/enginecustom/shadermanagerclass.h @@ -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 \ No newline at end of file