diff --git a/README.md b/README.md
index 028b802..f482d70 100644
--- a/README.md
+++ b/README.md
@@ -37,6 +37,8 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- **Diffuse Lighting**
- **Ambiant Lighting**
- **Specular Lighting**
+ - **Light Shader**
+ - **Light Map Shader**
- **Alpha Mapping**
- **Normal Mapping**
- **Specular Mapping**
diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp
index 5b4c74e..8058c58 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;
@@ -102,17 +99,6 @@ 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)
- {
- logger.Log("Could not initialize the texture shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
-
// Create and initialize the render to texture object.
m_RenderTexture = new RenderTextureClass;
@@ -201,16 +187,6 @@ 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)
- {
- logger.Log("Could not initialize the light shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
// Create and initialize the light object.
m_Light = new LightClass;
@@ -322,7 +298,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
logger.Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
-
logger.Log("Application class initialized", __FILE__, __LINE__);
return true;
@@ -450,14 +425,6 @@ 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 +604,8 @@ 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 +665,7 @@ 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 +687,7 @@ 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)
{
@@ -743,7 +711,7 @@ 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)
@@ -766,8 +734,9 @@ 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(5),
+ result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
diffuseColor, lightPosition);
+
if (!result)
{
logger.Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -781,7 +750,8 @@ 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)
{
logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -794,7 +764,8 @@ 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)
{
logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -807,7 +778,8 @@ 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)
{
logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -844,8 +816,8 @@ 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)
{
logger.Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -916,7 +888,8 @@ 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)
{
logger.Log("Could not render the sprite using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -1075,27 +1048,34 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
- // Turn off alpha blending.
- m_Direct3D->DisableAlphaBlending();
+ // 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), diffuseColor, lightPosition);
+ if (!result)
+ {
+ return false;
+ }
+
+ // Setup matrices.
+ rotateMatrix = XMMatrixRotationY(rotation);
+ translateMatrix = XMMatrixTranslation(-10.0f, 1.0f, -20.0f);
+ worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
+
+ // Render the model using the transparent shader.
+ m_Model->Render(m_Direct3D->GetDeviceContext());
+
+ result = m_ShaderManager->RenderlightMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(4));
+ if (!result)
+ {
+ return false;
+ }
-
- // Lighting, utilise plusieurs lights donc Multiple Points Lighting
- //result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
- // diffuseColor, lightPosition);
- //if (!result)
- //{
- // return false;
- //}
-
- // Lightmapping, utiliser light01.tga en deuxieme texture
- //result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
- // m_Model->GetTexture(0), m_Model->GetTexture(1));
- //if (!result)
- //{
- // return false;
- //}
-
-
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
m_Direct3D->TurnZBufferOn();
m_Direct3D->DisableAlphaBlending();
diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h
index 0866b0d..306d30c 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"
-
/////////////
@@ -102,9 +99,6 @@ private :
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model;
- TextureShaderClass* m_TextureShader;
- /*TransparentShaderClass* m_TransparentShader;*/
- ShaderManagerClass* m_ShaderManager;
ModelListClass* m_ModelList;
// ------------------------------------- //
@@ -141,8 +135,7 @@ private :
// ------------- SHADERS ------------- //
// ----------------------------------- //
- LightShaderClass* m_LightShader;
- LightMapShaderClass* m_LightMapShader;
+ ShaderManagerClass* m_ShaderManager;
FontShaderClass* m_FontShader;
ReflectionShaderClass* m_ReflectionShader;
diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj
index 7eb8b74..868cc9b 100644
--- a/enginecustom/enginecustom.vcxproj
+++ b/enginecustom/enginecustom.vcxproj
@@ -188,7 +188,6 @@
-
@@ -206,10 +205,10 @@
-
+
diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters
index 46ace05..a60fa9b 100644
--- a/enginecustom/enginecustom.vcxproj.filters
+++ b/enginecustom/enginecustom.vcxproj.filters
@@ -123,9 +123,6 @@
Fichiers sources
-
- Fichiers sources
-
Fichiers sources
@@ -162,6 +159,9 @@
Fichiers sources
+
+ Fichiers sources
+
@@ -307,81 +307,15 @@
assets
-
- assets
-
-
- assets
-
assets
-
- assets
-
-
- assets
-
-
- Assets
-
Assets
-
-
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- texture
-
-
- texture
-
-
- shader
-
-
- shader
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- shader
-
-
- shader
-
-
-
-
-
-
-
@@ -390,6 +324,9 @@
assets
+
+ Assets
+
@@ -415,19 +352,63 @@
fonts
-
-
assets
Assets
-
-
+
Assets
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
+ Assets
+
+
Assets
diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/shadermanagerclass.cpp
index de94f84..bb95c1c 100644
--- a/enginecustom/shadermanagerclass.cpp
+++ b/enginecustom/shadermanagerclass.cpp
@@ -9,6 +9,8 @@ ShaderManagerClass::ShaderManagerClass()
m_AlphaMapShader = 0;
m_SpecMapShader = 0;
m_TransparentShader = 0;
+ m_LightShader = 0;
+ m_LightMapShader = 0;
}
@@ -88,7 +90,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
- // Create and initialize the specular map shader object.
+ // Create and initialize the transparent shader object.
m_TransparentShader = new TransparentShaderClass;
result = m_TransparentShader->Initialize(device, hwnd);
@@ -99,6 +101,23 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
}
logger.Log("ShaderManagerClass initialized", __FILE__, __LINE__);
+ // 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 light map shader object.
+ m_LightMapShader = new LightMapShaderClass;
+
+ result = m_LightMapShader->Initialize(device, hwnd);
+ if (!result)
+ {
+ return false;
+ }
return true;
}
@@ -164,6 +183,21 @@ void ShaderManagerClass::Shutdown()
}
logger.Log("ShaderManagerClass shut down", __FILE__, __LINE__);
+ // Release the light shader object.
+ if (m_LightShader)
+ {
+ m_LightShader->Shutdown();
+ delete m_LightShader;
+ m_LightShader = 0;
+ }
+
+ // Release the light map shader object.
+ if (m_LightMapShader)
+ {
+ m_LightMapShader->Shutdown();
+ delete m_LightMapShader;
+ m_LightMapShader = 0;
+ }
return;
@@ -280,5 +314,35 @@ 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;
+}
+
+bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
+ XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
+{
+ bool result;
+
+
+ result = m_LightMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
+ if (!result)
+ {
+ return false;
+ }
+
return true;
}
\ No newline at end of file
diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h
index 2e8678c..55a6397 100644
--- a/enginecustom/shadermanagerclass.h
+++ b/enginecustom/shadermanagerclass.h
@@ -11,6 +11,8 @@
#include "alphamapshaderclass.h"
#include "specmapshaderclass.h"
#include "transparentshaderclass.h"
+#include "lightshaderclass.h"
+#include "lightmapshaderclass.h"
////////////////////////////////////////////////////////////////////////////////
@@ -33,6 +35,8 @@ 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[]);
+ bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
TextureShaderClass* m_TextureShader;
@@ -44,6 +48,8 @@ private:
TransparentShaderClass* m_TransparentShader;
Logger logger;
+ LightShaderClass* m_LightShader;
+ LightMapShaderClass* m_LightMapShader;
};
#endif
\ No newline at end of file