#include "shadermanagerclass.h" ShaderManagerClass::ShaderManagerClass() { m_TextureShader = 0; m_NormalMapShader = 0; m_MultitextureShader = 0; m_TranslateShader = 0; m_AlphaMapShader = 0; m_SpecMapShader = 0; m_TransparentShader = 0; } ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other) { } ShaderManagerClass::~ShaderManagerClass() { } bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; // Create and initialize the texture shader object. m_TextureShader = new TextureShaderClass; result = m_TextureShader->Initialize(device, hwnd); if (!result) { return false; } // Create and initialize the normal map shader object. m_NormalMapShader = new NormalMapShaderClass; result = m_NormalMapShader->Initialize(device, hwnd); if (!result) { return false; } // Create and initialize the multitexture shader object. m_MultitextureShader = new MultiTextureShaderClass; result = m_MultitextureShader->Initialize(device, hwnd); if (!result) { return false; } // Create and initialize the translate shader object. m_TranslateShader = new TranslateShaderClass; result = m_TranslateShader->Initialize(device, hwnd); if (!result) { return false; } // Create and initialize the alpha map shader object. m_AlphaMapShader = new AlphaMapShaderClass; result = m_AlphaMapShader->Initialize(device, hwnd); if (!result) { return false; } // Create and initialize the specular map shader object. m_SpecMapShader = new SpecMapShaderClass; result = m_SpecMapShader->Initialize(device, hwnd); if (!result) { return false; } // Create and initialize the specular map shader object. m_TransparentShader = new TransparentShaderClass; result = m_TransparentShader->Initialize(device, hwnd); if (!result) { return false; } return true; } void ShaderManagerClass::Shutdown() { // Release the normal map shader object. if (m_NormalMapShader) { m_NormalMapShader->Shutdown(); delete m_NormalMapShader; m_NormalMapShader = 0; } // Release the texture shader object. if (m_TextureShader) { m_TextureShader->Shutdown(); delete m_TextureShader; m_TextureShader = 0; } // Release the multitexture shader object. if (m_MultitextureShader) { m_MultitextureShader->Shutdown(); delete m_MultitextureShader; m_MultitextureShader = 0; } // Release the multitexture shader object. if (m_TranslateShader) { m_TranslateShader->Shutdown(); delete m_TranslateShader; m_TranslateShader = 0; } // Release the alpha map shader object. if (m_AlphaMapShader) { m_AlphaMapShader->Shutdown(); delete m_AlphaMapShader; m_AlphaMapShader = 0; } // Release the specular map shader object. if (m_SpecMapShader) { m_SpecMapShader->Shutdown(); delete m_SpecMapShader; m_SpecMapShader = 0; } // Release the transparent shader object. if (m_TransparentShader) { m_TransparentShader->Shutdown(); delete m_TransparentShader; m_TransparentShader = 0; } return; } bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture) { bool result; result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture); if (!result) { return false; } return true; } bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor) { bool result; result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor); if (!result) { return false; } return true; } bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2) { bool result; result = m_MultitextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2); if (!result) { return false; } return true; } bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, float valeur) { bool result; result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur); if (!result) { return false; } return true; } bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3) { bool result; result = m_AlphaMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3); if (!result) { return false; } return true; } bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower) { bool result; result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection, diffuseColor, cameraPosition, specularColor, specularPower); if (!result) { return false; } return true; } bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, float blendAmount) { bool result; result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount); if (!result) { return false; } return true; }