This commit is contained in:
2024-03-27 11:33:28 +01:00
12 changed files with 283 additions and 60 deletions

View File

@@ -6,7 +6,7 @@ ApplicationClass::ApplicationClass()
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_Light = 0;
m_Lights = 0;
}
@@ -76,6 +76,24 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// Set the number of lights we will use.
m_numLights = 4;
// Create and initialize the light objects array.
m_Lights = new LightClass[m_numLights];
// Manually set the color and position of each light.
m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
// Create and initialize the light object.
m_Light = new LightClass;
@@ -89,10 +107,10 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
// Release the light object.
if (m_Light)
if (m_Lights)
{
delete m_Light;
m_Light = 0;
delete m_Lights;
m_Lights = 0;
}
// Release the light shader object.
@@ -126,7 +144,7 @@ void ApplicationClass::Shutdown()
m_Direct3D = 0;
}
// Lib<69>rez la m<>moire pour chaque cube
// Lib<69>rez la m<>moire pour chaque cube
for (auto cube : m_cubes)
{
cube->Shutdown();
@@ -163,7 +181,9 @@ bool ApplicationClass::Frame()
bool ApplicationClass::Render(float rotation)
{
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, viewMatrix, projectionMatrix;;
XMFLOAT4 diffuseColor[4], lightPosition[4];
int i;
bool result;
// Clear the buffers to begin the scene.
@@ -174,6 +194,21 @@ bool ApplicationClass::Render(float rotation)
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
viewMatrix = m_Camera->GetViewMatrix();
m_Direct3D->GetProjectionMatrix(projectionMatrix);
// Get the light properties.
for (i = 0; i < m_numLights; i++)
{
// Create the diffuse color array from the four light colors.
diffuseColor[i] = m_Lights[i].GetDiffuseColor();
// Create the light position array from the four light positions.
lightPosition[i] = m_Lights[i].GetPosition();
}
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
for (auto cube : m_cubes)
{
@@ -193,8 +228,8 @@ bool ApplicationClass::Render(float rotation)
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, m_Camera->GetViewMatrix(), m_Direct3D->GetProjectionMatrix(), cube->GetTexture(),
m_Light->GetDirection(), m_Light->GetDiffuseColor());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
diffuseColor, lightPosition);
if (!result)
{
return false;