168 lines
4.3 KiB
C++
168 lines
4.3 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_LightShader = 0;
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m_NormalMapShader = 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 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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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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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 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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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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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::RenderLightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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{
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bool result;
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// Allouer de la m<>moire pour stocker XMFLOAT4 pour la direction de la lumi<6D>re
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XMFLOAT4* lightDirection4Ptr = new XMFLOAT4(lightDirection.x, lightDirection.y, lightDirection.z, 1.0f);
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// Allouer de la m<>moire pour stocker XMFLOAT4 pour la couleur diffuse
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XMFLOAT4* diffuseColorPtr = new XMFLOAT4(diffuseColor);
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result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection4Ptr, diffuseColorPtr);
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if (!result)
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{
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delete lightDirection4Ptr;
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delete diffuseColorPtr;
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return false;
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}
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delete lightDirection4Ptr;
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delete diffuseColorPtr;
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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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} |