Ajout transparence buggé
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@@ -5,6 +5,8 @@ ApplicationClass::ApplicationClass()
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_Model1 = 0;
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m_Model2 = 0;
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m_LightShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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@@ -26,6 +28,7 @@ ApplicationClass::ApplicationClass()
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m_Frustum = 0;
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m_DisplayPlane = 0;
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m_ReflectionShader = 0;
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m_TransparentShader = 0;
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}
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@@ -140,6 +143,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the render to texture object.
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m_RenderTexture = new RenderTextureClass;
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@@ -233,6 +239,37 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the first model object that will use the dirt texture.
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m_Model1 = new ModelClass;
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result = m_Model1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
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textureFilename5, textureFilename6);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the second model object that will use the stone texture.
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m_Model2 = new ModelClass;
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result = m_Model2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
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textureFilename5, textureFilename6);
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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 transparent shader object.
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m_TransparentShader = new TransparentShaderClass;
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result = m_TransparentShader->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 transparent shader object.", L"Error", MB_OK);
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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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@@ -364,6 +401,29 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the transparent shader object.
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if (m_TransparentShader)
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{
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m_TransparentShader->Shutdown();
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delete m_TransparentShader;
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m_TransparentShader = 0;
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}
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// Release the model object.
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if (m_Model2)
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{
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m_Model2->Shutdown();
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delete m_Model2;
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m_Model2 = 0;
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}
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// Release the model object.
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if (m_Model1)
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{
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m_Model1->Shutdown();
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delete m_Model1;
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m_Model1 = 0;
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}
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// Release the shader manager object.
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if (m_ShaderManager)
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@@ -703,6 +763,10 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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XMFLOAT4 diffuseColor[4], lightPosition[4];
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int modelCount, renderCount, i;
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bool result, renderModel;
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float blendAmount;
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// Set the blending amount to 50%.
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blendAmount = 0.5f;
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
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@@ -710,6 +774,38 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Render the first model that is using the dirt texture using the regular texture shader.
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m_Model1->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model1->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model1->GetTexture(0));
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if (!result)
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{
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return false;
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}
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// Translate to the right by one unit and towards the camera by one unit.
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worldMatrix = XMMatrixTranslation(1.0f, 0.0f, -1.0f);
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// Turn on alpha blending for the transparency to work.
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m_Direct3D->EnableAlphaBlending();
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// Render the second square model with the stone texture and use the 50% blending amount for transparency.
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m_Model2->Render(m_Direct3D->GetDeviceContext());
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result = m_TransparentShader->Render(m_Direct3D->GetDeviceContext(), m_Model2->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model2->GetTexture(5), blendAmount);
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if (!result)
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{
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return false;
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}
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// Turn off alpha blending.
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m_Direct3D->DisableAlphaBlending();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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