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