Fix: Normal Shader
This commit is contained in:
parent
9aea925c3d
commit
e502033b89
@ -1,7 +1,3 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: light.vs
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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/////////////
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// DEFINES //
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// DEFINES //
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/////////////
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/////////////
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@ -6,7 +6,6 @@ ApplicationClass::ApplicationClass()
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m_Camera = 0;
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m_Camera = 0;
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m_Model = 0;
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m_Model = 0;
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m_LightShader = 0;
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m_LightShader = 0;
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m_LightMapShader = 0;
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m_Light = 0;
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m_Light = 0;
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m_TextureShader = 0;
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m_TextureShader = 0;
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m_Bitmap = 0;
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m_Bitmap = 0;
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@ -21,7 +20,6 @@ ApplicationClass::ApplicationClass()
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m_Fps = 0;
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m_Fps = 0;
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m_FpsString = 0;
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m_FpsString = 0;
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m_ShaderManager = 0;
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m_ShaderManager = 0;
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m_NormalMapShader = 0;
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m_SpecMapShader = 0;
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m_SpecMapShader = 0;
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m_RenderCountString = 0;
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m_RenderCountString = 0;
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m_ModelList = 0;
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m_ModelList = 0;
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@ -92,16 +90,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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return false;
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}
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}
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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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result = m_NormalMapShader->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 normal map shader object.", L"Error", MB_OK);
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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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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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m_FontShader = new FontShaderClass;
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@ -280,20 +268,20 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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// Create and initialize the light objects array.
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// Create and initialize the light objects array.
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m_Lights = new LightClass[m_numLights];
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m_Lights = new LightClass[m_numLights];
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m_Lights[0].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[0].SetPosition(10.0f, -5.0f, -15.0f);
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// Manually set the color and position of each light.
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// Manually set the color and position of each light.
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m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[1].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
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m_Lights[1].SetPosition(-3.0f, 1.0f, 3.0f);
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m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[2].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
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m_Lights[2].SetPosition(3.0f, 1.0f, 3.0f);
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m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
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m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
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m_Lights[3].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[3].SetPosition(-3.0f, 1.0f, -3.0f);
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// Create and initialize the normal map shader object.
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// Create and initialize the normal map shader object.
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m_ShaderManager = new ShaderManagerClass;
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m_ShaderManager = new ShaderManagerClass;
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@ -303,15 +291,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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return false;
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}
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}
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// Create and initialize the light map shader object.
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m_LightMapShader = new LightMapShaderClass;
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result = m_LightMapShader->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 map shader object.", L"Error", MB_OK);
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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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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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m_FontShader = new FontShaderClass;
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@ -386,6 +366,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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void ApplicationClass::Shutdown()
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{
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{
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// Release the shader manager object.
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// Release the shader manager object.
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if (m_ShaderManager)
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if (m_ShaderManager)
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{
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{
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@ -532,13 +513,7 @@ void ApplicationClass::Shutdown()
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m_LightShader = 0;
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m_LightShader = 0;
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}
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}
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// Release the normal map shader object.
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if (m_NormalMapShader)
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{
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m_NormalMapShader->Shutdown();
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delete m_NormalMapShader;
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m_NormalMapShader = 0;
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}
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// Release the specular map shader object.
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// Release the specular map shader object.
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if (m_SpecMapShader)
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if (m_SpecMapShader)
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@ -759,6 +734,11 @@ 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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// 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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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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if (!result)
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{
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return false;
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}
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// Setup matrices - Bottom left display plane.
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// Setup matrices - Bottom left display plane.
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worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f);
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worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f);
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@ -966,7 +946,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Setup matrices.
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, 7.0f, 0.0f);
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translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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// Render the model using the Translation shader.
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@ -981,7 +961,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Setup matrices.
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, 4.0f, 0.0f);
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translateMatrix = XMMatrixTranslation(-5.0f, -5.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the texture shader.
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// Render the model using the texture shader.
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@ -996,55 +976,42 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Setup matrices.
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, 1.0f, 0.0f);
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translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the light shader.
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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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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderLightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Lights->GetDirection(), m_Lights->GetDiffuseColor());
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if (!result)
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if (!result)
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{
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{
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return false;
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return false;
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}
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}
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// Setup matrices.
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, -2.0f, 0.0f);
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translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the normal map shader.
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// Render the model using the normal map shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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if (!result)
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{
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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(0.0f, -5.0f, 0.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Multitexture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(5));
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m_Model->GetTexture(0), m_Model->GetTexture(5));
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if (!result)
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if (!result)
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{
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{
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return false;
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return false;
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}
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}
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// Setup matrices.
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(0.0f, -8.0f, 0.0f);
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translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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// Render the model using the Multitexture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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@ -1054,6 +1021,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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return false;
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return false;
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}
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}
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
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worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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// Render the model using the Translation shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Lighting, utilise plusieurs lights donc Multiple Points Lighting
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// Lighting, utilise plusieurs lights donc Multiple Points Lighting
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@ -1072,14 +1048,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// return false;
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// return false;
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//}
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//}
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// Alphamapping
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/*result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
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if (!result)
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{
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return false;
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}*/
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////Specular Mapping
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////Specular Mapping
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//result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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//result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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// m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Light->GetDirection(), m_Light->GetDiffuseColor(),
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// m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Light->GetDirection(), m_Light->GetDiffuseColor(),
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@ -66,14 +66,13 @@ private:
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LightShaderClass* m_LightShader;
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LightShaderClass* m_LightShader;
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LightClass* m_Light;
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LightClass* m_Light;
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LightClass* m_Lights;
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LightClass* m_Lights;
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LightMapShaderClass* m_LightMapShader;
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int m_numLights;
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ModelClass* m_Model;
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ModelClass* m_Model;
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TextureShaderClass* m_TextureShader;
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TextureShaderClass* m_TextureShader;
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BitmapClass* m_Bitmap;
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BitmapClass* m_Bitmap;
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SpriteClass* m_Sprite;
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SpriteClass* m_Sprite;
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TimerClass* m_Timer;
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TimerClass* m_Timer;
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TextClass* m_MouseStrings;
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TextClass* m_MouseStrings;
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int m_numLights;
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FontShaderClass* m_FontShader;
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FontShaderClass* m_FontShader;
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TextClass* m_RenderCountString;
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TextClass* m_RenderCountString;
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FontClass* m_Font;
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FontClass* m_Font;
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@ -81,7 +80,6 @@ private:
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FpsClass* m_Fps;
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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TextClass* m_FpsString;
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int m_previousFps;
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int m_previousFps;
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NormalMapShaderClass* m_NormalMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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ShaderManagerClass* m_ShaderManager;
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ShaderManagerClass* m_ShaderManager;
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ModelListClass* m_ModelList;
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ModelListClass* m_ModelList;
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@ -1,7 +1,3 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: light.vs
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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/////////////
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// DEFINES //
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// DEFINES //
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/////////////
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/////////////
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@ -3,7 +3,6 @@
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ShaderManagerClass::ShaderManagerClass()
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ShaderManagerClass::ShaderManagerClass()
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{
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{
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m_TextureShader = 0;
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m_TextureShader = 0;
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m_LightShader = 0;
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m_NormalMapShader = 0;
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m_NormalMapShader = 0;
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m_MultitextureShader = 0;
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m_MultitextureShader = 0;
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m_TranslateShader = 0;
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m_TranslateShader = 0;
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@ -34,15 +33,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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return false;
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}
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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(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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// Create and initialize the normal map shader object.
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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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m_NormalMapShader = new NormalMapShaderClass;
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@ -92,14 +82,6 @@ void ShaderManagerClass::Shutdown()
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m_NormalMapShader = 0;
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m_NormalMapShader = 0;
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}
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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 texture shader object.
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// Release the texture shader object.
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if (m_TextureShader)
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if (m_TextureShader)
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{
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{
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@ -151,30 +133,6 @@ bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext,
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return true;
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return true;
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}
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}
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|
||||||
bool ShaderManagerClass::RenderLightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
|
||||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
|
||||||
{
|
|
||||||
bool result;
|
|
||||||
|
|
||||||
// Allouer de la mémoire pour stocker XMFLOAT4 pour la direction de la lumière
|
|
||||||
XMFLOAT4* lightDirection4Ptr = new XMFLOAT4(lightDirection.x, lightDirection.y, lightDirection.z, 1.0f);
|
|
||||||
|
|
||||||
// Allouer de la mémoire pour stocker XMFLOAT4 pour la couleur diffuse
|
|
||||||
XMFLOAT4* diffuseColorPtr = new XMFLOAT4(diffuseColor);
|
|
||||||
|
|
||||||
result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection4Ptr, diffuseColorPtr);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
delete lightDirection4Ptr;
|
|
||||||
delete diffuseColorPtr;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
delete lightDirection4Ptr;
|
|
||||||
delete diffuseColorPtr;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||||
ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||||
{
|
{
|
||||||
|
@ -25,7 +25,6 @@ public:
|
|||||||
bool Initialize(ID3D11Device*, HWND);
|
bool Initialize(ID3D11Device*, HWND);
|
||||||
void Shutdown();
|
void Shutdown();
|
||||||
bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
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);
|
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||||
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||||
bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||||
@ -33,7 +32,6 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
TextureShaderClass* m_TextureShader;
|
TextureShaderClass* m_TextureShader;
|
||||||
LightShaderClass* m_LightShader;
|
|
||||||
NormalMapShaderClass* m_NormalMapShader;
|
NormalMapShaderClass* m_NormalMapShader;
|
||||||
MultiTextureShaderClass* m_MultitextureShader;
|
MultiTextureShaderClass* m_MultitextureShader;
|
||||||
TranslateShaderClass* m_TranslateShader;
|
TranslateShaderClass* m_TranslateShader;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user