Minor: Ajout shader de translation au shadermanager

This commit is contained in:
GolfOcean334
2024-04-08 00:27:38 +02:00
parent d61a5b7f5f
commit 48e7b18d7c
6 changed files with 53 additions and 30 deletions

View File

@@ -29,7 +29,6 @@ ApplicationClass::ApplicationClass()
m_Position = 0;
m_Frustum = 0;
m_DisplayPlane = 0;
m_TranslateShader = 0;
}
@@ -258,17 +257,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the translate shader object.
m_TranslateShader = new TranslateShaderClass;
result = m_TranslateShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the translate shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
@@ -417,14 +405,6 @@ void ApplicationClass::Shutdown()
m_ShaderManager = 0;
}
// Release the translate shader object.
if (m_TranslateShader)
{
m_TranslateShader->Shutdown();
delete m_TranslateShader;
m_TranslateShader = 0;
}
// Release the frustum class object.
if (m_Frustum)
{
@@ -798,12 +778,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the display plane using the texture shader and the render texture resource.
m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
result = m_TranslateShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), textureTranslation);
if (!result)
{
return false;
}
// Setup matrices - Bottom left display plane.
worldMatrix = XMMatrixTranslation(-1.5f, -1.5f, 0.0f);
@@ -1069,6 +1043,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -8.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the Translation shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), textureTranslation);
if (!result)
{
return false;
}
// Lighting, utilise plusieurs lights donc Multiple Points Lighting
//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
// diffuseColor, lightPosition);